fix ra production (oops)
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@@ -66,7 +66,7 @@ namespace OpenRA.Mods.RA
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PlayerPower = playerActor.Trait<PowerManager>();
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Race = self.Owner.Country.Race;
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Produceable = InitTech();
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Produceable = InitTech(playerActor);
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}
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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@@ -76,13 +76,13 @@ namespace OpenRA.Mods.RA
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Queue.Clear();
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// Produceable contains the tech from the original owner - this is desired so we don't clear it.
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Produceable = InitTech();
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Produceable = InitTech(self.Owner.PlayerActor);
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}
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Dictionary<ActorInfo, ProductionState> InitTech()
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Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
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{
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var tech = new Dictionary<ActorInfo, ProductionState>();
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var ttc = self.Owner.PlayerActor.Trait<TechTree>();
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var ttc = playerActor.Trait<TechTree>();
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foreach (var a in AllBuildables(Info.Type))
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{
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