Remove tech disabling when building is locked.
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@@ -55,9 +55,6 @@ namespace OpenRA.Mods.Common.Traits
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{
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if (x.Actor.Owner == self.Owner && x.Trait.Info.Produces.Contains(Info.Type))
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{
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var b = x.Actor.TraitOrDefault<Building>();
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if (b != null && b.Locked)
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continue;
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isActive = true;
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break;
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}
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