Remove effective owner check when choosing armament
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@@ -371,20 +371,9 @@ namespace OpenRA.Mods.Common.Traits
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// (short-circuiting in the logical expression below)
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// (short-circuiting in the logical expression below)
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Player owner = null;
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Player owner = null;
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if (t.Type == TargetType.FrozenActor)
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if (t.Type == TargetType.FrozenActor)
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{
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owner = t.FrozenActor.Owner;
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owner = t.FrozenActor.Owner;
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}
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else if (t.Type == TargetType.Actor)
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else if (t.Type == TargetType.Actor)
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{
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owner = t.Actor.Owner;
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owner = t.Actor.EffectiveOwner != null && t.Actor.EffectiveOwner.Owner != null
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? t.Actor.EffectiveOwner.Owner
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: t.Actor.Owner;
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// Special cases for spies so we don't kill friendly disguised spies
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// and enable dogs to kill enemy disguised spies.
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if (self.Owner.Stances[t.Actor.Owner] == Stance.Ally || self.Info.HasTraitInfo<IgnoresDisguiseInfo>())
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owner = t.Actor.Owner;
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}
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return Armaments.Where(a =>
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return Armaments.Where(a =>
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!a.IsTraitDisabled
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!a.IsTraitDisabled
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