... and the rest.
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@@ -112,10 +112,10 @@ namespace OpenRa.Game
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tabSprites = groups
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.SelectMany(g => Rules.Categories[g])
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.Where(u => Rules.UnitInfo[u].TechLevel != -1)
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.Where(u => Rules.NewUnitInfo[u].Traits.Contains<BuildableInfo>())
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.ToDictionary(
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u => u,
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u => SpriteSheetBuilder.LoadAllSprites(Rules.UnitInfo[u].Icon ?? (u + "icon"))[0]);
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u => SpriteSheetBuilder.LoadAllSprites(Rules.NewUnitInfo[u].Traits.Get<BuildableInfo>().Icon ?? (u + "icon"))[0]);
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spsprites = Rules.SupportPowerInfo
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.ToDictionary(
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@@ -531,8 +531,8 @@ namespace OpenRa.Game
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var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
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var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName)
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.Where(a => Rules.UnitInfo[a].TechLevel != -1)
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.OrderBy(a => Rules.UnitInfo[a].TechLevel);
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.Where(a => Rules.NewUnitInfo[a].Traits.Contains<BuildableInfo>())
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.OrderBy(a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().TechLevel);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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