remove some crashes
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@@ -14,34 +14,34 @@ namespace OpenRA.Mods.RA.Activities
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{
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class CaptureBuilding : IActivity
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{
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Actor target;
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Target target;
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public CaptureBuilding(Actor target) { this.target = target; }
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public CaptureBuilding(Actor target) { this.target = Target.FromActor(target); }
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public IActivity NextActivity { get; set; }
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public IActivity Tick(Actor self)
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{
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if (target == null || target.IsDead()) return NextActivity;
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if ((target.Location - self.Location).Length > 1)
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if (!target.IsValid) return NextActivity;
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if ((target.Actor.Location - self.Location).Length > 1)
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return NextActivity;
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target.World.AddFrameEndTask(w =>
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self.World.AddFrameEndTask(w =>
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{
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// momentarily remove from world so the ownership queries don't get confused
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var oldOwner = target.Owner;
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w.Remove(target);
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target.Owner = self.Owner;
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w.Add(target);
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var oldOwner = target.Actor.Owner;
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w.Remove(target.Actor);
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target.Actor.Owner = self.Owner;
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w.Add(target.Actor);
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foreach (var t in target.TraitsImplementing<INotifyCapture>())
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t.OnCapture(target, self, oldOwner, self.Owner);
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foreach (var t in target.Actor.TraitsImplementing<INotifyCapture>())
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t.OnCapture(target.Actor, self, oldOwner, self.Owner);
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self.Destroy();
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});
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return NextActivity;
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}
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public void Cancel(Actor self) { target = null; NextActivity = null; }
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public void Cancel(Actor self) { target = Target.None; NextActivity = null; }
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}
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}
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@@ -15,26 +15,23 @@ namespace OpenRA.Mods.RA.Activities
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{
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class Demolish : IActivity
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{
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Actor target;
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Target target;
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public IActivity NextActivity { get; set; }
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public Demolish( Actor target )
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{
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this.target = target;
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}
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public Demolish( Actor target ) { this.target = Target.FromActor(target); }
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public IActivity Tick(Actor self)
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{
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if (target == null || target.IsDead()) return NextActivity;
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if ((target.Location - self.Location).Length > 1)
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if (!target.IsValid) return NextActivity;
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if ((target.Actor.Location - self.Location).Length > 1)
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return NextActivity;
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(25 * 2,
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() => target.Kill(self))));
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() => { if (target.IsValid) target.Actor.Kill(self); })));
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return NextActivity;
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}
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public void Cancel(Actor self) { target = null; NextActivity = null; }
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public void Cancel(Actor self) { target = Target.None; NextActivity = null; }
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}
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}
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