fix small bug in BuildPaletteWidget - incorrectly used cash rather than cash+ore
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@@ -462,13 +462,14 @@ namespace OpenRA.Widgets
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{
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pos.Y += 15;
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var pl = world.LocalPlayer;
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var p = pos.ToFloat2() - new float2(297, -3);
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var info = Rules.Info[unit];
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var buildable = info.Traits.Get<BuildableInfo>();
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var buildings = Rules.TechTree.GatherBuildings( world.LocalPlayer );
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var canBuildThis = Rules.TechTree.CanBuild(info, world.LocalPlayer, buildings);
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var buildings = Rules.TechTree.GatherBuildings( pl );
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var canBuildThis = Rules.TechTree.CanBuild(info, pl, buildings);
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var longDescSize = Game.chrome.renderer.RegularFont.Measure(buildable.LongDesc.Replace("\\n", "\n")).Y;
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if (!canBuildThis) longDescSize += 8;
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@@ -478,20 +479,21 @@ namespace OpenRA.Widgets
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Game.chrome.renderer.BoldFont.DrawText(
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buildable.Description + ((buildable.Hotkey != null)? " ({0})".F(buildable.Hotkey.ToUpper()) : ""),
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p.ToInt2() + new int2(5, 5), Color.White);
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var resources = pl.PlayerActor.traits.Get<PlayerResources>();
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DrawRightAligned("${0}".F(buildable.Cost), pos + new int2(-5, 5),
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(world.LocalPlayer.PlayerActor.traits.Get<PlayerResources>().DisplayCash >= buildable.Cost)? Color.White: Color.Red);
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(resources.DisplayCash + resources.DisplayOre >= buildable.Cost ? Color.White : Color.Red ));
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var lowpower = world.LocalPlayer.PlayerActor.traits.Get<PlayerResources>().GetPowerState() != PowerState.Normal;
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var time = ProductionQueue.GetBuildTime(world.LocalPlayer.PlayerActor, info.Name)
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* ((lowpower)? world.LocalPlayer.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown : 1);
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DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), (lowpower)? Color.Red: Color.White);
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var lowpower = resources.GetPowerState() != PowerState.Normal;
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var time = ProductionQueue.GetBuildTime(pl.PlayerActor, info.Name)
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* ((lowpower)? pl.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown : 1);
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DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
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var bi = info.Traits.GetOrDefault<BuildingInfo>();
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var playerres = world.LocalPlayer.PlayerActor.traits.Get<PlayerResources>();
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if (bi != null)
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DrawRightAligned("{1}{0}".F(bi.Power, bi.Power > 0 ? "+" : ""), pos + new int2(-5, 20),
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((playerres.PowerProvided - playerres.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
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((resources.PowerProvided - resources.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
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p += new int2(5, 35);
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if (!canBuildThis)
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