cleaning up a bunch of stuff; silo works sensibly now
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@@ -70,7 +70,6 @@ namespace OpenRa.Game
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case "stek":
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case "fact":
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case "proc":
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case "silo":
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case "hpad":
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case "afld":
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case "dome":
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@@ -106,6 +105,10 @@ namespace OpenRa.Game
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traits.Add( new Traits.Turreted( this ) );
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traits.Add( new Traits.RenderBuildingTurreted( this ) );
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break;
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case "silo":
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traits.Add(new Traits.Building(this));
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traits.Add(new Traits.RenderBuildingOre(this));
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break;
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default:
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throw new NotImplementedException( "Actor traits for " + name );
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@@ -196,6 +199,15 @@ namespace OpenRa.Game
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{
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anim.PlayThen( "make", () => anim.PlayFetchIndex( "idle", () => self.traits.Get<Turreted>().turretFacing ) );
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}
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}
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class RenderBuildingOre : RenderBuilding
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{
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public RenderBuildingOre(Actor self)
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: base(self)
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{
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anim.PlayThen("make", () => anim.PlayFetchIndex("idle", () => (int)(5 * self.Owner.GetSiloFullness())));
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}
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}
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class RenderWarFactory : RenderBuilding
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