Rename PlayerReference.Race and LockRace to Faction and LockFaction
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Traits
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Name = "Everyone",
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NonCombatant = true,
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Spectating = true,
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Race = "Random",
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Faction = "Random",
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Allies = w.Players.Where(p => !p.NonCombatant && p.Playable).Select(p => p.InternalName).ToArray()
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}));
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@@ -178,7 +178,7 @@ namespace OpenRA.Mods.Common.Traits
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var pr = new PlayerReference
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{
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Name = "Multi{0}".F(index),
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Race = "Random",
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Faction = "Random",
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Playable = true,
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Enemies = new[] { "Creeps" }
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};
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@@ -44,7 +44,7 @@ namespace OpenRA.Mods.Common.Traits
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this.worldRenderer = worldRenderer;
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if (!actor.InitDict.Contains<RaceInit>())
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actor.InitDict.Add(new RaceInit(owner.Race));
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actor.InitDict.Add(new RaceInit(owner.Faction));
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if (!actor.InitDict.Contains<OwnerInit>())
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actor.InitDict.Add(new OwnerInit(owner.Name));
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@@ -119,7 +119,7 @@ namespace OpenRA.Mods.Common.Traits
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Func<object, bool> saveInit = init =>
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{
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var race = init as RaceInit;
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if (race != null && race.Race == Owner.Race)
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if (race != null && race.Race == Owner.Faction)
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return false;
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// TODO: Other default values will need to be filtered
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