blame nuke damage on the player actor, not the silo, to prevent retaliation
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@@ -76,6 +76,8 @@ namespace OpenRA.Mods.RA
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{
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if (!self.IsIdle) return;
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if (!e.Attacker.Info.Traits.Contains<OwnedActorInfo>()) return;
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// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
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if (!Combat.HasAnyValidWeapons(self, e.Attacker)) return;
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