Seperated power into 'power provided' and 'power consumed'
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@@ -107,7 +107,7 @@ namespace OpenRa.Game.Graphics
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Game.OreTime * 1000,
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Game.LocalPlayer.Cash,
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PerfHistory.items[ "nodes_expanded" ].LastValue,
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Game.LocalPlayer.Power
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Game.LocalPlayer.GetTotalPower()
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), new int2(5, 5), Color.White);
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PerfHistory.Render(renderer, lineRenderer);
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@@ -11,7 +11,8 @@ namespace OpenRa.Game
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public Race Race;
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public readonly int Index;
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public int Cash;
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public int Power;
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int powerProvided;
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int powerDrained;
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public Player( int index, int palette, string playerName, Race race )
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{
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@@ -20,7 +21,20 @@ namespace OpenRa.Game
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this.PlayerName = playerName;
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this.Race = race;
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this.Cash = 10000;
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this.Power = 0;
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this.powerProvided = this.powerDrained = 0;
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}
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public void ChangePower(int dPower)
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{
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if (dPower > 0)
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powerProvided += dPower;
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if (dPower < 0)
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powerDrained -= dPower;
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}
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public int GetTotalPower()
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{
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return powerProvided - powerDrained;
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}
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public float GetSiloFullness()
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@@ -26,7 +26,7 @@ namespace OpenRa.Game.Traits
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UnitInfo.BuildingInfo bi = self.unitInfo as UnitInfo.BuildingInfo;
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if (bi == null) return;
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self.Owner.Power += bi.Power;
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self.Owner.ChangePower(bi.Power);
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}
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}
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}
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