remove a bunch of trait lookups for PlayerResources
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA
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public readonly Actor self;
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public ProductionQueueInfo Info;
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PowerManager PlayerPower;
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PlayerResources PlayerResources;
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PlayerResources playerResources;
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string Race;
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// A list of things we are currently building
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@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA
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{
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this.self = self;
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this.Info = info;
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PlayerResources = playerActor.Trait<PlayerResources>();
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playerResources = playerActor.Trait<PlayerResources>();
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PlayerPower = playerActor.Trait<PowerManager>();
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Race = self.Owner.Country.Race;
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@@ -72,7 +72,7 @@ namespace OpenRA.Mods.RA
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
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PlayerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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Queue.Clear();
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// Produceable contains the tech from the original owner - this is desired so we don't clear it.
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@@ -160,11 +160,11 @@ namespace OpenRA.Mods.RA
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{
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while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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FinishProduction();
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}
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if( Queue.Count > 0 )
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Queue[ 0 ].Tick( PlayerResources, PlayerPower );
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Queue[ 0 ].Tick( playerResources, PlayerPower );
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}
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public void ResolveOrder( Actor self, Order order )
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@@ -256,8 +256,7 @@ namespace OpenRA.Mods.RA
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else if (lastIndex == 0)
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{
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var item = Queue[0];
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(
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item.TotalCost - item.RemainingCost); // refund what has been paid
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playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
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FinishProduction();
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}
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}
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