Make Repairable(Near) implement interfaces explicitly
This commit is contained in:
@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Traits
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isAircraft = self.Info.HasTraitInfo<AircraftInfo>();
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isAircraft = self.Info.HasTraitInfo<AircraftInfo>();
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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{
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get
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get
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{
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{
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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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{
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if (order.OrderID == "Repair")
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if (order.OrderID == "Repair")
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return new Order(order.OrderID, self, target, queued);
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return new Order(order.OrderID, self, target, queued);
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@@ -99,7 +99,7 @@ namespace OpenRA.Mods.Common.Traits
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return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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return rearmable != null && rearmable.RearmableAmmoPools.Any(p => !p.FullAmmo());
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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{
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return order.OrderString == "Repair" && (CanRepair() || CanRearm()) ? Info.Voice : null;
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return order.OrderString == "Repair" && (CanRepair() || CanRearm()) ? Info.Voice : null;
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}
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}
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
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Info = info;
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Info = info;
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}
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}
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public IEnumerable<IOrderTargeter> Orders
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IEnumerable<IOrderTargeter> IIssueOrder.Orders
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{
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{
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get
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get
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{
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{
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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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Order IIssueOrder.IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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{
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if (order.OrderID == "RepairNear")
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if (order.OrderID == "RepairNear")
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return new Order(order.OrderID, self, target, queued);
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return new Order(order.OrderID, self, target, queued);
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@@ -84,12 +84,12 @@ namespace OpenRA.Mods.Common.Traits
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return self.GetDamageState() > DamageState.Undamaged;
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return self.GetDamageState() > DamageState.Undamaged;
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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string IOrderVoice.VoicePhraseForOrder(Actor self, Order order)
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{
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{
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return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
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return order.OrderString == "RepairNear" && ShouldRepair() ? Info.Voice : null;
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}
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}
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public void ResolveOrder(Actor self, Order order)
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void IResolveOrder.ResolveOrder(Actor self, Order order)
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{
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{
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// RepairNear orders are only valid for own/allied actors,
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// RepairNear orders are only valid for own/allied actors,
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// which are guaranteed to never be frozen.
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// which are guaranteed to never be frozen.
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