Actor properties consistency improved
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
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{
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var prevItems = GetNumBuildables(self.Owner);
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if (order.TargetActor.IsDead())
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if (order.TargetActor.IsDead)
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return;
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var unit = self.World.Map.Rules.Actors[order.TargetString];
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@@ -59,7 +59,7 @@ namespace OpenRA.Mods.RA
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{
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var total = (double)world.Map.Bounds.Width * world.Map.Bounds.Height;
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MapControl = world.Actors
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.Where(a => !a.IsDead() && a.IsInWorld && a.Owner == player && a.HasTrait<RevealsShroud>())
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.Where(a => !a.IsDead && a.IsInWorld && a.Owner == player && a.HasTrait<RevealsShroud>())
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.SelectMany(a => world.Map.FindTilesInCircle(
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a.Location,
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a.Trait<RevealsShroud>().Range.Clamp(WRange.Zero, WRange.FromCells(Map.MaxTilesInCircleRange)).Range / 1024))
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@@ -372,7 +372,7 @@ namespace OpenRA.Mods.RA
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protected virtual bool BuildUnit(string name)
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{
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// Cannot produce if i'm dead
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if (!self.IsInWorld || self.IsDead())
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if (!self.IsInWorld || self.IsDead)
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{
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CancelProduction(name, 1);
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return true;
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@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA
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// Add all actors that provide prerequisites
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var prerequisites = player.World.ActorsWithTrait<ITechTreePrerequisite>()
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.Where(a => a.Actor.Owner == player && a.Actor.IsInWorld && !a.Actor.IsDead());
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.Where(a => a.Actor.Owner == player && a.Actor.IsInWorld && !a.Actor.IsDead);
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foreach (var b in prerequisites)
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{
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@@ -96,7 +96,7 @@ namespace OpenRA.Mods.RA
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.Where(a =>
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a.Actor.Owner == player &&
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a.Actor.IsInWorld &&
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!a.Actor.IsDead() &&
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!a.Actor.IsDead &&
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!ret.ContainsKey(a.Actor.Info.Name) &&
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a.Actor.Info.Traits.Get<BuildableInfo>().BuildLimit > 0)
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.Do(b => ret[b.Actor.Info.Name].Add(b.Actor));
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