Replace ActorInfo.Traits.WithInterface with ActorInfo.TraitInfos<T>()
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Draw a circle indicating my weapon's range.")]
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class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration, Requires<AttackBaseInfo>
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class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecorationInfo, Requires<AttackBaseInfo>
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{
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public readonly string RangeCircleType = null;
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Common.Traits
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
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{
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var armaments = ai.Traits.WithInterface<ArmamentInfo>()
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var armaments = ai.TraitInfos<ArmamentInfo>()
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.Where(a => a.UpgradeMinEnabledLevel == 0);
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var range = FallbackRange;
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public interface IRenderActorPreviewSpritesInfo
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public interface IRenderActorPreviewSpritesInfo : ITraitInfo
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{
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IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p);
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}
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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foreach (var spi in init.Actor.Traits.WithInterface<IRenderActorPreviewSpritesInfo>())
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foreach (var spi in init.Actor.TraitInfos<IRenderActorPreviewSpritesInfo>())
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foreach (var preview in spi.RenderPreviewSprites(init, this, image, facings, palette))
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yield return preview;
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}
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public interface IRenderActorPreviewVoxelsInfo
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public interface IRenderActorPreviewVoxelsInfo : ITraitInfo
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{
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IEnumerable<VoxelAnimation> RenderPreviewVoxels(
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ActorPreviewInitializer init, RenderVoxelsInfo rv, string image, WRot orientation, int facings, PaletteReference p);
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Traits
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var ifacing = init.Actor.TraitInfoOrDefault<IFacingInfo>();
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var facing = ifacing != null ? init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : ifacing.GetInitialFacing() : 0;
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var orientation = WRot.FromFacing(facing);
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var components = init.Actor.Traits.WithInterface<IRenderActorPreviewVoxelsInfo>()
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var components = init.Actor.TraitInfos<IRenderActorPreviewVoxelsInfo>()
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.SelectMany(rvpi => rvpi.RenderPreviewVoxels(init, this, image, orientation, facings, palette))
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.ToArray();
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@@ -37,9 +37,9 @@ namespace OpenRA.Mods.Common.Traits
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
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var armament = init.Actor.TraitInfos<ArmamentInfo>()
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.First(a => a.Name == Armament);
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == armament.Turret);
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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@@ -17,7 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Renders an arbitrary circle when selected or placing a structure")]
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class WithRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration
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class WithRangeCircleInfo : ITraitInfo, IPlaceBuildingDecorationInfo
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{
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[Desc("Type of range circle. used to decide which circles to draw on other structures during building placement.")]
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public readonly string Type = null;
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var ifacing = init.Actor.TraitInfoOrDefault<IFacingInfo>();
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@@ -24,8 +24,8 @@ namespace OpenRA.Mods.Common.Traits
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public override IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, RenderSpritesInfo rs, string image, int facings, PaletteReference p)
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{
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var t = init.Actor.Traits.WithInterface<TurretedInfo>().FirstOrDefault();
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var wsb = init.Actor.Traits.WithInterface<WithSpriteBodyInfo>().FirstOrDefault();
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var t = init.Actor.TraitInfos<TurretedInfo>().FirstOrDefault();
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var wsb = init.Actor.TraitInfos<WithSpriteBodyInfo>().FirstOrDefault();
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// Show the correct turret facing
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var anim = new Animation(init.World, image, () => t.InitialFacing);
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@@ -35,9 +35,9 @@ namespace OpenRA.Mods.Common.Traits
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var armament = init.Actor.Traits.WithInterface<ArmamentInfo>()
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var armament = init.Actor.TraitInfos<ArmamentInfo>()
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.First(a => a.Name == Armament);
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == armament.Turret);
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
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yield break;
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var body = init.Actor.TraitInfo<BodyOrientationInfo>();
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var t = init.Actor.Traits.WithInterface<TurretedInfo>()
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var t = init.Actor.TraitInfos<TurretedInfo>()
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.First(tt => tt.Turret == Turret);
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var voxel = VoxelProvider.GetVoxel(image, Sequence);
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