Migrate Captures.SabotageHPRemoval and Capturable.CaptureThreshold to int percentages
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool AllowNeutral = true;
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public readonly bool AllowEnemies = true;
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[Desc("Health percentage the target must be at (or below) before it can be captured.")]
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public readonly float CaptureThreshold = 0.5f;
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public readonly int CaptureThreshold = 50;
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public readonly bool CancelActivity = false;
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public object Create(ActorInitializer init) { return new Capturable(this); }
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Unit will do damage to the actor instead of capturing it. Unit is destroyed when sabotaging.")]
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public readonly bool Sabotage = true;
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[Desc("Only used if Sabotage=true. Sabotage damage expressed as a percentage of enemy health removed.")]
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public readonly float SabotageHPRemoval = 0.5f;
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public readonly int SabotageHPRemoval = 50;
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[VoiceReference] public readonly string Voice = "Action";
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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var health = target.Trait<Health>();
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var lowEnoughHealth = health.HP <= c.CaptureThreshold * health.MaxHP;
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var lowEnoughHealth = health.HP <= c.CaptureThreshold * health.MaxHP / 100;
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cursor = !sabotage || lowEnoughHealth || target.Owner.NonCombatant
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? "enter" : "capture";
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@@ -118,7 +118,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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var health = target.Info.TraitInfoOrDefault<HealthInfo>();
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var lowEnoughHealth = target.HP <= c.CaptureThreshold * health.HP;
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var lowEnoughHealth = target.HP <= c.CaptureThreshold * health.HP / 100;
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cursor = !sabotage || lowEnoughHealth || target.Owner.NonCombatant
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? "enter" : "capture";
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