Pedantic about wording
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@@ -14,10 +14,10 @@ namespace OpenRa.Game.Traits
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readonly Actor self;
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public readonly BuildingInfo unitInfo;
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bool isRepairing = false;
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bool isManuallyDisabled = false;
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bool wasManuallyDisabled = false;
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public bool ManuallyDisabled { get { return isManuallyDisabled; } }
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public bool Disabled { get { return (isManuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
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bool manuallyDisabled = false;
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public bool ManuallyDisabled { get { return manuallyDisabled; } }
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public bool Disabled { get { return (manuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
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bool wasDisabled = false;
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public Building(Actor self)
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{
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@@ -29,7 +29,7 @@ namespace OpenRa.Game.Traits
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public int GetPowerUsage()
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{
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if (isManuallyDisabled)
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if (manuallyDisabled)
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return 0;
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if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
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@@ -64,8 +64,8 @@ namespace OpenRa.Game.Traits
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if (order.OrderString == "PowerDown")
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{
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isManuallyDisabled = !isManuallyDisabled;
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Sound.Play((isManuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
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manuallyDisabled = !manuallyDisabled;
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Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
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}
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}
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@@ -74,8 +74,8 @@ namespace OpenRa.Game.Traits
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public void Tick(Actor self)
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{
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// If the disabled state has changed since the last frame
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if (Disabled ^ wasManuallyDisabled
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&& (wasManuallyDisabled = Disabled)) // Yes, I mean assignment
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if (Disabled ^ wasDisabled
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&& (wasDisabled = Disabled)) // Yes, I mean assignment
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Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
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if (!isRepairing) return;
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