FIX uses unit repair values with RepairsUnits trait, Buildings use right repair values, nuke unused GeneralInfo
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@@ -125,8 +125,8 @@ namespace OpenRA.Traits
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var buildingValue = csv != null ? csv.Value : self.Info.Traits.Get<BuildableInfo>().Cost;
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var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
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var costPerHp = (self.World.Defaults.URepairPercent * buildingValue) / maxHP;
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var hpToRepair = Math.Min(self.World.Defaults.URepairStep, maxHP - self.Health);
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var costPerHp = (self.World.Defaults.RepairPercent * buildingValue) / maxHP;
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var hpToRepair = Math.Min(self.World.Defaults.RepairStep, maxHP - 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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