FIX uses unit repair values with RepairsUnits trait, Buildings use right repair values, nuke unused GeneralInfo
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@@ -36,11 +36,14 @@ namespace OpenRA.Traits.Activities
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if (isCanceled) return NextActivity;
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if (remainingTicks == 0)
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{
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var hostBuilding = self.World.FindUnits(self.CenterLocation, self.CenterLocation)
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.FirstOrDefault(a => a.traits.Contains<RenderBuilding>());
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var unitCost = self.Info.Traits.Get<BuildableInfo>().Cost;
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var hp = self.Info.Traits.Get<OwnedActorInfo>().HP;
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var costPerHp = (self.World.Defaults.URepairPercent * unitCost) / hp;
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var hpToRepair = Math.Min(self.World.Defaults.URepairStep, hp - self.Health);
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var costPerHp = (hostBuilding.Info.Traits.Get<RepairsUnitsInfo>().URepairPercent * unitCost) / hp;
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var hpToRepair = Math.Min(hostBuilding.Info.Traits.Get<RepairsUnitsInfo>().URepairStep, hp - self.Health);
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var cost = (int)Math.Ceiling(costPerHp * hpToRepair);
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if (!self.Owner.TakeCash(cost))
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{
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@@ -52,8 +55,7 @@ namespace OpenRA.Traits.Activities
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if (self.Health == hp)
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return NextActivity;
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var hostBuilding = self.World.FindUnits(self.CenterLocation, self.CenterLocation)
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.FirstOrDefault(a => a.traits.Contains<RenderBuilding>());
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if (hostBuilding != null)
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hostBuilding.traits.Get<RenderBuilding>()
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