Make RepairsUnits pausable-conditional
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Traits
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void AfterReachActivities(Actor self, Order order, IMove movement)
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{
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if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.IsDisabled())
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if (!order.TargetActor.IsInWorld || order.TargetActor.IsDead || order.TargetActor.TraitsImplementing<RepairsUnits>().All(r => r.IsTraitDisabled))
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return;
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// TODO: This is hacky, but almost every single component affected
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