Introduce Target.Type property.
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.RA
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if (self.IsDisabled())
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return false;
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if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
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if (target.Type == TargetType.Actor && target.Actor.HasTrait<ITargetable>() &&
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!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
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return false;
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@@ -114,7 +114,7 @@ namespace OpenRA.Mods.RA
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{
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if (order is AttackOrderTargeter)
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{
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if (target.IsActor)
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if (target.Type == TargetType.Actor)
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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else
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return new Order("Attack", self, queued) { TargetLocation = target.CenterPosition.ToCPos() };
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA
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public override void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target) || !target.IsActor)
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if (target.Type != TargetType.Actor || !CanAttack(self, target))
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return;
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var a = ChooseArmamentForTarget(target);
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA
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base.ResolveOrder(self, order);
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if (order.OrderString == "Stop")
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target = Target.None;
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target = Target.Invalid;
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}
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public virtual void BuildingComplete(Actor self) { buildComplete = true; }
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