Some internal "race" to "faction" renaming
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@@ -147,10 +147,10 @@ namespace OpenRA
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public bool IsHuman;
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public bool IsBot;
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// The faction name (aka Country)
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// The faction's display name.
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public string FactionName;
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// The faction id (aka Country, aka Race)
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// The faction ID, a.k.a. the faction's internal name.
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public string FactionId;
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public HSLColor Color;
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@@ -28,7 +28,7 @@ namespace OpenRA
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public MapPlayers(Ruleset rules, int playerCount)
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{
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var firstRace = rules.Actors["world"].Traits
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var firstFaction = rules.Actors["world"].Traits
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.WithInterface<FactionInfo>().First(f => f.Selectable).InternalName;
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Players = new Dictionary<string, PlayerReference>
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@@ -37,7 +37,7 @@ namespace OpenRA
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"Neutral", new PlayerReference
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{
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Name = "Neutral",
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Faction = firstRace,
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Faction = firstFaction,
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OwnsWorld = true,
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NonCombatant = true
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}
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@@ -46,7 +46,7 @@ namespace OpenRA
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"Creeps", new PlayerReference
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{
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Name = "Creeps",
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Faction = firstRace,
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Faction = firstFaction,
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NonCombatant = true,
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Enemies = Exts.MakeArray(playerCount, i => "Multi{0}".F(i))
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}
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@@ -61,7 +61,7 @@ namespace OpenRA.Traits
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{
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this.info = info;
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var self = init.Self;
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var race = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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var faction = init.Contains<FactionInit>() ? init.Get<FactionInit, string>() : self.Owner.Faction.InternalName;
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quantizedFacings = Exts.Lazy(() =>
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{
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@@ -73,7 +73,7 @@ namespace OpenRA.Traits
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if (qboi == null)
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throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a quantized body orientation.");
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return qboi.QuantizedBodyFacings(self.Info, self.World.Map.SequenceProvider, race);
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return qboi.QuantizedBodyFacings(self.Info, self.World.Map.SequenceProvider, faction);
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});
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}
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@@ -322,7 +322,7 @@ namespace OpenRA.Traits
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WRot QuantizeOrientation(WRot orientation, int facings);
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}
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public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string race); }
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public interface IQuantizeBodyOrientationInfo { int QuantizedBodyFacings(ActorInfo ai, SequenceProvider sequenceProvider, string faction); }
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public interface ITargetableInfo
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{
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