Updated upgrade rules
Now all they do is remove the Selectable trait when the Selectable boolean is false, and just remove the boolean if it's true.
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@@ -1152,30 +1152,8 @@ namespace OpenRA.Mods.Common.UtilityCommands
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}
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}
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if (engineVersion < 20150603)
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{
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if (depth == 0 && node.Value.Nodes.Exists(n => n.Key == "Selectable"))
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{
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var selectable = node.Value.Nodes.FirstOrDefault(n => n.Key == "Selectable");
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var selDecor = node.Value.Nodes.FirstOrDefault(n => n.Key == "SelectionDecorations");
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var selectableNodes = selectable.Value.Nodes;
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var bounds = selectableNodes.FirstOrDefault(n => n.Key == "Bounds");
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if (bounds != null)
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{
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var visualBounds = FieldLoader.GetValue<string>("Bounds", bounds.Value.Value);
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if (selDecor != null)
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selDecor.Value.Nodes.Add(new MiniYamlNode("VisualBounds", visualBounds.ToString()));
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else
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node.Value.Nodes.Add(new MiniYamlNode("SelectionDecorations", "", new List<MiniYamlNode>
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{
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new MiniYamlNode("VisualBounds", visualBounds),
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}));
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}
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}
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}
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if (engineVersion < 20150604)
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// 'Selectable' boolean was removed from selectable trait.
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if (engineVersion < 20150619)
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{
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if (depth == 1 && node.Value.Nodes.Exists(n => n.Key == "Selectable"))
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{
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@@ -1194,7 +1172,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
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Console.WriteLine("If you just want to disable an inherited Selectable trait, use -Selectable instead.");
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Console.WriteLine("For special cases like bridge huts, which need bounds to be targetable by C4 and engineers,");
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Console.WriteLine("give them the CustomSelectionSize trait with CustomBounds.");
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Console.WriteLine("See RA and C&C bridge huts for reference.");
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Console.WriteLine("See RA and C&C bridge huts or crates for reference.");
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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