Add Sell to the Lua API.
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@@ -252,6 +252,7 @@
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<Compile Include="Scripting\Properties\ProductionProperties.cs" />
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<Compile Include="Scripting\Properties\ProductionProperties.cs" />
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<Compile Include="Scripting\Properties\RepairableBuildingProperties.cs" />
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<Compile Include="Scripting\Properties\RepairableBuildingProperties.cs" />
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<Compile Include="Scripting\Properties\ResourceProperties.cs" />
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<Compile Include="Scripting\Properties\ResourceProperties.cs" />
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<Compile Include="Scripting\Properties\SellableProperties.cs" />
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<Compile Include="Scripting\Properties\TransformProperties.cs" />
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<Compile Include="Scripting\Properties\TransformProperties.cs" />
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<Compile Include="Scripting\Properties\TransportProperties.cs" />
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<Compile Include="Scripting\Properties\TransportProperties.cs" />
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<Compile Include="Scripting\Properties\UpgradeProperties.cs" />
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<Compile Include="Scripting\Properties\UpgradeProperties.cs" />
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@@ -0,0 +1,31 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("General")]
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public class SellableProperties : ScriptActorProperties, Requires<SellableInfo>
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{
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public SellableProperties(ScriptContext context, Actor self)
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: base(context, self) { }
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[Desc("Start selling the actor.")]
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public void Sell()
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{
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// PERF: No trait lookup cache in the constructor to avoid doing it for all buildings except just the ones getting sold.
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Self.Trait<Sellable>().Sell(Self);
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}
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}
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}
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