Remove hardcoded buildComplete delay in some overlays
There certainly was and possibly still is some issue this was trying to work around, but unless it's a deal-breaker, we should rather try to fix that issue directly instead of keeping some uncommented magical work-around.
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@@ -67,8 +67,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyBuildComplete.BuildingComplete(Actor self)
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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{
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
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buildComplete = true;
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buildComplete = true)));
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}
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Sold(Actor self) { }
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@@ -61,8 +61,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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void INotifyBuildComplete.BuildingComplete(Actor self)
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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{
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
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buildComplete = true;
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buildComplete = true)));
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}
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Sold(Actor self) { }
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@@ -71,8 +71,7 @@ namespace OpenRA.Mods.D2k.Traits.Render
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void INotifyBuildComplete.BuildingComplete(Actor self)
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void INotifyBuildComplete.BuildingComplete(Actor self)
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{
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{
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(120, () =>
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buildComplete = true;
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buildComplete = true)));
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}
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}
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void INotifySold.Sold(Actor self) { }
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void INotifySold.Sold(Actor self) { }
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