moved Game.players, LocalPlayer, localPlayerIndex to World. Setting LocalPlayer via settings is broken.
This commit is contained in:
@@ -148,10 +148,10 @@ namespace OpenRa
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{
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DrawDownloadBar();
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chromeCollection = (Game.LocalPlayer.Race == Race.Allies) ? "chrome-allies" : "chrome-soviet";
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radarCollection = (Game.LocalPlayer.Race == Race.Allies) ? "radar-allies" : "radar-soviet";
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paletteCollection = (Game.LocalPlayer.Race == Race.Allies) ? "palette-allies" : "palette-soviet";
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digitCollection = (Game.LocalPlayer.Race == Race.Allies) ? "digits-allies" : "digits-soviet";
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chromeCollection = (Game.world.LocalPlayer.Race == Race.Allies) ? "chrome-allies" : "chrome-soviet";
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radarCollection = (Game.world.LocalPlayer.Race == Race.Allies) ? "radar-allies" : "radar-soviet";
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paletteCollection = (Game.world.LocalPlayer.Race == Race.Allies) ? "palette-allies" : "palette-soviet";
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digitCollection = (Game.world.LocalPlayer.Race == Race.Allies) ? "digits-allies" : "digits-soviet";
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buttons.Clear();
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@@ -305,7 +305,7 @@ namespace OpenRa
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void DrawRadar()
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{
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var hasNewRadar = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer
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var hasNewRadar = Game.world.Actors.Any(a => a.Owner == Game.world.LocalPlayer
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&& a.traits.Contains<ProvidesRadar>()
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&& a.traits.Get<ProvidesRadar>().IsActive(a));
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@@ -341,15 +341,15 @@ namespace OpenRa
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var x = paletteOrigin.X - tabWidth;
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var y = paletteOrigin.Y + 9;
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if (currentTab == null || !Rules.TechTree.BuildableItems(Game.LocalPlayer, currentTab).Any())
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if (currentTab == null || !Rules.TechTree.BuildableItems(Game.world.LocalPlayer, currentTab).Any())
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ChooseAvailableTab();
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = Game.world.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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foreach (var q in tabImageNames)
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{
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var groupName = q.Key;
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if (!Rules.TechTree.BuildableItems(Game.LocalPlayer, groupName).Any())
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if (!Rules.TechTree.BuildableItems(Game.world.LocalPlayer, groupName).Any())
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{
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CheckDeadTab(groupName);
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continue;
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@@ -357,7 +357,7 @@ namespace OpenRa
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string[] tabKeys = { "normal", "ready", "selected" };
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var producing = queue.CurrentItem(groupName);
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var index = q.Key == currentTab ? 2 : (producing != null && producing.Done) ? 1 : 0;
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var race = (Game.LocalPlayer.Race == Race.Allies) ? "allies" : "soviet";
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var race = (Game.world.LocalPlayer.Race == Race.Allies) ? "allies" : "soviet";
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rgbaRenderer.DrawSprite(ChromeProvider.GetImage(renderer,"tabs-"+tabKeys[index], race+"-"+q.Key), new float2(x, y), PaletteType.Chrome);
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buttons.Add(Pair.New(new RectangleF(x, y, tabWidth, tabHeight),
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@@ -380,20 +380,20 @@ namespace OpenRa
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void CheckDeadTab( string groupName )
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{
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = Game.world.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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foreach( var item in queue.AllItems( groupName ) )
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Game.controller.AddOrder(Order.CancelProduction(Game.LocalPlayer, item.Item));
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Game.controller.AddOrder(Order.CancelProduction(Game.world.LocalPlayer, item.Item));
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}
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void ChooseAvailableTab()
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{
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currentTab = tabImageNames.Select(q => q.Key).FirstOrDefault(
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t => Rules.TechTree.BuildableItems(Game.LocalPlayer, t).Any());
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t => Rules.TechTree.BuildableItems(Game.world.LocalPlayer, t).Any());
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}
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void DrawMoney()
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{
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var moneyDigits = Game.LocalPlayer.DisplayCash.ToString();
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var moneyDigits = Game.world.LocalPlayer.DisplayCash.ToString();
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var x = Game.viewport.Width - 65;
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foreach (var d in moneyDigits.Reverse())
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{
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@@ -408,7 +408,7 @@ namespace OpenRa
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void DrawPower()
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{
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// Nothing to draw
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if (Game.LocalPlayer.PowerProvided == 0 && Game.LocalPlayer.PowerDrained == 0)
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if (Game.world.LocalPlayer.PowerProvided == 0 && Game.world.LocalPlayer.PowerDrained == 0)
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return;
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// Draw bar horizontally
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@@ -416,18 +416,18 @@ namespace OpenRa
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var barEnd = barStart + new float2(powerSize.Width, 0);
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float powerScaleBy = 100;
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var maxPower = Math.Max(Game.LocalPlayer.PowerProvided, Game.LocalPlayer.PowerDrained);
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var maxPower = Math.Max(Game.world.LocalPlayer.PowerProvided, Game.world.LocalPlayer.PowerDrained);
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while (maxPower >= powerScaleBy) powerScaleBy *= 2;
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// Current power supply
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var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (Game.LocalPlayer.PowerProvided / powerScaleBy);
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var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (Game.world.LocalPlayer.PowerProvided / powerScaleBy);
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lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
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float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
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var color = Color.LimeGreen;
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if (Game.LocalPlayer.GetPowerState() == PowerState.Low)
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if (Game.world.LocalPlayer.GetPowerState() == PowerState.Low)
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color = Color.Orange;
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if (Game.LocalPlayer.GetPowerState() == PowerState.Critical)
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if (Game.world.LocalPlayer.GetPowerState() == PowerState.Critical)
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color = Color.Red;
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var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
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@@ -448,7 +448,7 @@ namespace OpenRa
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// Power usage indicator
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var indicator = ChromeProvider.GetImage(renderer, radarCollection, "power-indicator");
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var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (Game.LocalPlayer.PowerDrained / powerScaleBy);
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var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (Game.world.LocalPlayer.PowerDrained / powerScaleBy);
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lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
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float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value-indicator.size.X/2, barStart.Y-1);
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@@ -463,7 +463,7 @@ namespace OpenRa
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Rectangle repairRect = new Rectangle(buttonOrigin.X, buttonOrigin.Y, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
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var repairDrawPos = new float2(repairRect.Location);
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var hasFact = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ConstructionYard>());
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var hasFact = Game.world.Actors.Any(a => a.Owner == Game.world.LocalPlayer && a.traits.Contains<ConstructionYard>());
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if (Game.Settings.RepairRequiresConyard && !hasFact)
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repairButton.ReplaceAnim("disabled");
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@@ -641,14 +641,14 @@ namespace OpenRa
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var x = 0;
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var y = 0;
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var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
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var buildableItems = Rules.TechTree.BuildableItems(Game.world.LocalPlayer, queueName).ToArray();
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var allBuildables = Rules.TechTree.AllBuildables(Game.LocalPlayer, queueName)
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var allBuildables = Rules.TechTree.AllBuildables(Game.world.LocalPlayer, queueName)
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.Where(a => a.Traits.Contains<BuildableInfo>())
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(Game.LocalPlayer.Race))
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(Game.world.LocalPlayer.Race))
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.OrderBy(a => a.Traits.Get<BuildableInfo>().TechLevel);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = Game.world.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var overlayBits = new List<Pair<Sprite, float2>>();
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@@ -760,12 +760,12 @@ namespace OpenRa
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{
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var unit = Rules.Info[item];
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Sound.Play(unit.Traits.Contains<BuildingInfo>() ? "abldgin1.aud" : "train1.aud");
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Game.controller.AddOrder(Order.StartProduction(Game.LocalPlayer, item));
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Game.controller.AddOrder(Order.StartProduction(Game.world.LocalPlayer, item));
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}
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void HandleBuildPalette(string item, bool isLmb)
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{
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var player = Game.LocalPlayer;
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var player = Game.world.LocalPlayer;
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var unit = Rules.Info[item];
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
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@@ -857,18 +857,18 @@ namespace OpenRa
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renderer.DrawText2(buildable.Description, p.ToInt2() + new int2(5,5), Color.White);
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DrawRightAligned( "${0}".F(buildable.Cost), pos + new int2(-5,5),
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Game.LocalPlayer.Cash + Game.LocalPlayer.Ore >= buildable.Cost ? Color.White : Color.Red);
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Game.world.LocalPlayer.Cash + Game.world.LocalPlayer.Ore >= buildable.Cost ? Color.White : Color.Red);
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var bi = info.Traits.GetOrDefault<BuildingInfo>();
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if (bi != null)
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DrawRightAligned("ϟ{0}".F(bi.Power), pos + new int2(-5, 20),
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Game.LocalPlayer.PowerProvided - Game.LocalPlayer.PowerDrained + bi.Power >= 0
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Game.world.LocalPlayer.PowerProvided - Game.world.LocalPlayer.PowerDrained + bi.Power >= 0
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? Color.White : Color.Red);
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var buildings = Rules.TechTree.GatherBuildings( Game.LocalPlayer );
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var buildings = Rules.TechTree.GatherBuildings( Game.world.LocalPlayer );
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p += new int2(5, 5);
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p += new int2(0, 15);
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if (!Rules.TechTree.CanBuild(info, Game.LocalPlayer, buildings))
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if (!Rules.TechTree.CanBuild(info, Game.world.LocalPlayer, buildings))
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{
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var prereqs = buildable.Prerequisites
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.Select( a => Description( a ) );
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@@ -893,7 +893,7 @@ namespace OpenRa
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void DrawSupportPowers()
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{
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var numPowers = Game.LocalPlayer.SupportPowers.Values
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var numPowers = Game.world.LocalPlayer.SupportPowers.Values
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.Where(a => a.IsAvailable).Count();
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if (numPowers == 0) return;
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@@ -910,7 +910,7 @@ namespace OpenRa
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string tooltipItem = null;
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int2 tooltipPos = int2.Zero;
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foreach (var sp in Game.LocalPlayer.SupportPowers)
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foreach (var sp in Game.world.LocalPlayer.SupportPowers)
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{
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var image = spsprites[sp.Key];
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if (sp.Value.IsAvailable)
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@@ -977,7 +977,7 @@ namespace OpenRa
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renderer.DrawText2(info.Description, pos, Color.White);
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var timer = "Charge Time: {0}".F(FormatTime(Game.LocalPlayer.SupportPowers[sp].RemainingTime));
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var timer = "Charge Time: {0}".F(FormatTime(Game.world.LocalPlayer.SupportPowers[sp].RemainingTime));
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DrawRightAligned(timer, pos + new int2((int)tooltipSprite.size.X - 10, 0), Color.White);
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if (info.LongDesc != null)
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