Check deploy location at the time of transform.
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@@ -9,6 +9,7 @@
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#endregion
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using System.Collections.Generic;
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using OpenRA.Activities;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Orders;
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using OpenRA.Traits;
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@@ -95,9 +96,10 @@ namespace OpenRA.Mods.Common.Traits
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public void DeployTransform(bool queued)
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{
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var building = self.TraitOrDefault<Building>();
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if (!CanDeploy() || (building != null && !building.Lock()))
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if (!queued && !CanDeploy())
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{
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// Only play the "Cannot deploy here" audio
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// for non-queued orders
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foreach (var s in info.NoTransformSounds)
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Game.Sound.PlayToPlayer(self.Owner, s);
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@@ -115,23 +117,31 @@ namespace OpenRA.Mods.Common.Traits
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if (self.Info.HasTraitInfo<AircraftInfo>())
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self.QueueActivity(new HeliLand(self, true));
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foreach (var nt in self.TraitsImplementing<INotifyTransform>())
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nt.BeforeTransform(self);
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var transform = new Transform(self, info.IntoActor)
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self.QueueActivity(new CallFunc(() =>
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{
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Offset = info.Offset,
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Facing = info.Facing,
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Sounds = info.TransformSounds,
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Notification = info.TransformNotification,
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Faction = faction
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};
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// Prevent deployment in bogus locations
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var building = self.TraitOrDefault<Building>();
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if (!CanDeploy() || (building != null && !building.Lock()))
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return;
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, transform);
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else
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self.QueueActivity(transform);
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foreach (var nt in self.TraitsImplementing<INotifyTransform>())
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nt.BeforeTransform(self);
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var transform = new Transform(self, info.IntoActor)
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{
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Offset = info.Offset,
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Facing = info.Facing,
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Sounds = info.TransformSounds,
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Notification = info.TransformNotification,
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Faction = faction
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};
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var makeAnimation = self.TraitOrDefault<WithMakeAnimation>();
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if (makeAnimation != null)
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makeAnimation.Reverse(self, transform);
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else
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self.QueueActivity(transform);
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}));
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}
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public void ResolveOrder(Actor self, Order order)
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