fix ra production (oops)

This commit is contained in:
Chris Forbes
2011-02-15 08:28:50 +13:00
parent dd54f3b88b
commit 786eafd7fa

View File

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