Check ITargetable when deciding target validity. Fixes #3659.
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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.RA
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if (!self.IsInWorld)
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return false;
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if (!target.IsValid)
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if (!target.IsValidFor(self))
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return false;
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if (Armaments.All(a => a.IsReloading))
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@@ -54,10 +54,6 @@ namespace OpenRA.Mods.RA
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if (self.IsDisabled())
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return false;
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if (target.Type == TargetType.Actor && target.Actor.HasTrait<ITargetable>() &&
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!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor, self))
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return false;
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return true;
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}
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@@ -133,7 +129,7 @@ namespace OpenRA.Mods.RA
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if (order.OrderString == "Attack")
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{
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var target = self.ResolveFrozenActorOrder(order, Color.Red);
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if (!target.IsValid)
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if (!target.IsValidFor(self))
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return;
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self.SetTargetLine(target, Color.Red);
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@@ -155,7 +151,7 @@ namespace OpenRA.Mods.RA
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public void AttackTarget(Target target, bool queued, bool allowMove)
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{
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if (!target.IsValid)
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if (!target.IsValidFor(self))
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return;
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if (!queued)
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