From ea72c50fb459dc4d8e21ccec8c9e7c4396512764 Mon Sep 17 00:00:00 2001 From: abcdefg30 Date: Thu, 5 May 2022 13:31:07 +0200 Subject: [PATCH] Fix GrantConditionOnPowerState not being usable on player actors --- .../Traits/Conditions/GrantConditionOnPowerState.cs | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnPowerState.cs b/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnPowerState.cs index 77ea60bee6..53a4453574 100644 --- a/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnPowerState.cs +++ b/OpenRA.Mods.Common/Traits/Conditions/GrantConditionOnPowerState.cs @@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits [Desc("PowerStates at which the condition is granted. Options are Normal, Low and Critical.")] public readonly PowerState ValidPowerStates = PowerState.Low | PowerState.Critical; - public override object Create(ActorInitializer init) { return new GrantConditionOnPowerState(init.Self, this); } + public override object Create(ActorInitializer init) { return new GrantConditionOnPowerState(this); } } public class GrantConditionOnPowerState : ConditionalTrait, INotifyOwnerChanged, INotifyPowerLevelChanged @@ -35,14 +35,13 @@ namespace OpenRA.Mods.Common.Traits bool validPowerState; - public GrantConditionOnPowerState(Actor self, GrantConditionOnPowerStateInfo info) - : base(info) - { - playerPower = self.Owner.PlayerActor.Trait(); - } + public GrantConditionOnPowerState(GrantConditionOnPowerStateInfo info) + : base(info) { } protected override void Created(Actor self) { + playerPower = self.Owner.PlayerActor.Trait(); + base.Created(self); Update(self);