Add BuildComplete property to Building and start initially locked.
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@@ -98,19 +98,23 @@ namespace OpenRA.Mods.RA.Buildings
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}
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}
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public class Building : INotifyDamage, IOccupySpace, INotifyCapture, ISync, ITechTreePrerequisite, INotifyAddedToWorld, INotifyRemovedFromWorld
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public class Building : INotifyDamage, IOccupySpace, INotifyCapture, INotifyBuildComplete, INotifySold, ISync, ITechTreePrerequisite, INotifyAddedToWorld, INotifyRemovedFromWorld
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{
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readonly Actor self;
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public readonly BuildingInfo Info;
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public bool BuildComplete { get; private set; }
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[Sync] readonly CPos topLeft;
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readonly Actor self;
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PowerManager PlayerPower;
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[Sync] public bool Locked; /* shared activity lock: undeploy, sell, capture, etc */
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/* shared activity lock: undeploy, sell, capture, etc */
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[Sync] public bool Locked = true;
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public bool Lock()
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{
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if (Locked) return false;
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if (Locked)
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return false;
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Locked = true;
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return true;
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}
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@@ -133,6 +137,7 @@ namespace OpenRA.Mods.RA.Buildings
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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CenterPosition = topLeft.CenterPosition + FootprintUtils.CenterOffset(Info);
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BuildComplete = init.Contains<SkipMakeAnimsInit>();
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}
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public int GetPowerUsage()
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@@ -172,5 +177,14 @@ namespace OpenRA.Mods.RA.Buildings
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self.World.ActorMap.RemovePosition(self, this);
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self.World.ScreenMap.Remove(self);
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}
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public void BuildingComplete(Actor self)
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{
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BuildComplete = true;
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Locked = false;
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}
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public void Selling(Actor self) { BuildComplete = false; }
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public void Sold(Actor self) { }
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}
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}
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