Use Refinery reference in HarvesterDockSequence
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@@ -20,11 +20,11 @@ namespace OpenRA.Mods.Cnc.Activities
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readonly WithVoxelUnloadBody body;
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readonly WithDockingOverlay spriteOverlay;
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public VoxelHarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, in WVec dragOffset, int dragLength)
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: base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength)
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public VoxelHarvesterDockSequence(Actor self, Actor refineryActor, Refinery refinery)
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: base(self, refineryActor, refinery)
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{
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body = self.Trait<WithVoxelUnloadBody>();
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spriteOverlay = refinery.TraitOrDefault<WithDockingOverlay>();
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spriteOverlay = RefineryActor.TraitOrDefault<WithDockingOverlay>();
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}
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public override void OnStateDock(Actor self)
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Cnc.Activities
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// If body.Docked wasn't set, we didn't actually dock and have to skip the undock overlay
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if (!body.Docked)
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dockingState = DockingState.Complete;
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else if (Refinery.IsInWorld && !Refinery.IsDead && spriteOverlay != null && !spriteOverlay.Visible)
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else if (RefineryActor.IsInWorld && !RefineryActor.IsDead && spriteOverlay != null && !spriteOverlay.Visible)
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{
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dockingState = DockingState.Wait;
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spriteOverlay.Visible = true;
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Cnc.Traits
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public override Activity DockSequence(Actor harv, Actor self)
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{
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return new VoxelHarvesterDockSequence(harv, self, DeliveryAngle, IsDragRequired, DragOffset, DragLength);
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return new VoxelHarvesterDockSequence(harv, self, this);
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}
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}
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}
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