Added support for filtering exits by production type.
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@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Traits
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var bi = unit.TraitInfo<BuildableInfo>();
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// Some units may request a specific production type, which is ignored if the AllTech cheat is enabled
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var type = developerMode.AllTech ? Info.Type : bi.BuildAtProductionType ?? Info.Type;
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var type = developerMode.AllTech ? Info.Type : (bi.BuildAtProductionType ?? Info.Type);
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var producers = self.World.ActorsWithTrait<Production>()
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.Where(x => x.Actor.Owner == self.Owner
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@@ -112,7 +112,7 @@ namespace OpenRA.Mods.Common.Traits
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new FactionInit(BuildableInfo.GetInitialFaction(unit, p.Trait.Faction))
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};
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if (p.Trait.Produce(p.Actor, unit, inits))
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if (p.Trait.Produce(p.Actor, unit, type, inits))
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{
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FinishProduction();
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return true;
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