eradicate dumb UserSettings stuff that causes desyncs
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@@ -151,14 +151,9 @@ namespace OpenRA
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ChangeMap(mapName);
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if( Settings.Replay != "" )
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{
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var connection = new ReplayConnection( Settings.Replay );
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orderManager = new OrderManager( connection );
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}
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orderManager = new OrderManager( new ReplayConnection( Settings.Replay ) );
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else
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{
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JoinLocal();
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}
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}
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internal static void JoinServer(string host, int port)
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@@ -421,7 +416,7 @@ namespace OpenRA
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renderer = new Renderer(resolution, windowed);
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resolution = renderer.Resolution;
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var controller = new Controller(); /* a bit of insane input routing */
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var controller = new Controller();
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Game.Initialize(Game.Settings.Map, renderer, new int2(resolution), Game.Settings.Player, controller);
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@@ -50,10 +50,5 @@ namespace OpenRA.GameRules
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public readonly int ExternalPort = 1234;
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public readonly bool InternetServer = true;
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public readonly string MasterServer = "http://open-ra.org/master/";
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// Gameplay options
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// TODO: These need to die
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public readonly bool RepairRequiresConyard = true;
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public readonly bool PowerDownBuildings = true;
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}
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}
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@@ -52,9 +52,6 @@ namespace OpenRA.Orders
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public void Tick( World world )
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{
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if (!Game.Settings.RepairRequiresConyard)
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return;
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var hasFact = world.Queries.OwnedBy[world.LocalPlayer]
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.WithTrait<ConstructionYard>()
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.Any();
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@@ -24,20 +24,25 @@ namespace OpenRA.Traits
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public void OnClick() { Game.controller.ToggleInputMode<SellOrderGenerator>(); }
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}
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class RepairButtonInfo : StatelessTraitInfo<RepairButton> { }
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class RepairButtonInfo : ITraitInfo
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{
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public readonly bool RequiresConstructionYard = true;
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public object Create(Actor self) { return new RepairButton(this); }
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}
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class RepairButton : IChromeButton
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{
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public string Image { get { return "repair"; } } // todo: art
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RepairButtonInfo info;
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public RepairButton( RepairButtonInfo info ) { this.info = info; }
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public string Image { get { return "repair"; } }
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public bool Enabled
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{
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get
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{
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if (!Game.Settings.RepairRequiresConyard)
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return true;
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return Game.world.Queries.OwnedBy[Game.world.LocalPlayer]
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.WithTrait<ConstructionYard>().Any();
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return !info.RequiresConstructionYard ||
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Game.world.Queries.OwnedBy[Game.world.LocalPlayer]
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.WithTrait<ConstructionYard>().Any();
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}
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}
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