Fix retaliation against garrisoned actors.
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@@ -72,27 +72,33 @@ namespace OpenRA.Mods.RA
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if (!self.IsIdle || !info.TargetWhenDamaged)
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return;
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if (e.Attacker.Destroyed)
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var attacker = e.Attacker;
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if (attacker.Destroyed || Stance < UnitStance.ReturnFire)
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return;
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if (Stance < UnitStance.ReturnFire) return;
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if (!attacker.IsInWorld && !attacker.Destroyed)
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{
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// If the aggressor is in a transport, then attack the transport instead
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var passenger = attacker.TraitOrDefault<Passenger>();
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if (passenger != null && passenger.Transport != null)
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attacker = passenger.Transport;
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}
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker)))
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if (!attack.HasAnyValidWeapons(Target.FromActor(attacker)))
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return;
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// don't retaliate against own units force-firing on us. It's usually not what the player wanted.
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if (e.Attacker.AppearsFriendlyTo(self))
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if (attacker.AppearsFriendlyTo(self))
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return;
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// don't retaliate against healers
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if (e.Damage < 0)
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return;
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Aggressor = e.Attacker;
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Aggressor = attacker;
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if (at == null || !at.IsReachableTarget(at.Target, info.AllowMovement && Stance != UnitStance.Defend))
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Attack(self, e.Attacker);
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Attack(self, Aggressor);
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}
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public void TickIdle(Actor self)
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