From cba7c60f6f0573339117075ec3ea99f9353b2c0f Mon Sep 17 00:00:00 2001 From: abcdefg30 Date: Thu, 19 Oct 2017 23:16:36 +0200 Subject: [PATCH] Fix the "Unit Ready" notification playing erroneously --- OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs | 2 +- OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs b/OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs index ceeddb9aa7..e74f4d73a9 100644 --- a/OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs +++ b/OpenRA.Mods.Common/Traits/Player/ClassicProductionQueue.cs @@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits if (!producers.Any()) { CancelProduction(unit.Name, 1); - return true; + return false; } foreach (var p in producers.Where(p => !p.Actor.IsDisabled())) diff --git a/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs b/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs index 440881266e..4d4b5383b9 100644 --- a/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs +++ b/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs @@ -379,7 +379,7 @@ namespace OpenRA.Mods.Common.Traits if (!self.IsInWorld || self.IsDead) { CancelProduction(unit.Name, 1); - return true; + return false; } var inits = new TypeDictionary