Use a consistent set of arguments for Render* ctors.
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@@ -15,7 +15,7 @@ namespace OpenRA.Mods.RA.Traits
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{
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class RenderDisguiseInfo : RenderInfantryInfo, Requires<DisguiseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderDisguise(init.Self, this); }
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public override object Create(ActorInitializer init) { return new RenderDisguise(init, this); }
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}
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class RenderDisguise : RenderInfantry
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@@ -24,11 +24,11 @@ namespace OpenRA.Mods.RA.Traits
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string intendedSprite;
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Disguise disguise;
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public RenderDisguise(Actor self, RenderDisguiseInfo info)
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: base(self, info)
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public RenderDisguise(ActorInitializer init, RenderDisguiseInfo info)
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: base(init, info)
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{
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this.info = info;
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disguise = self.Trait<Disguise>();
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disguise = init.Self.Trait<Disguise>();
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intendedSprite = disguise.AsSprite;
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}
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA.Traits
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public readonly string OpenAnim = "open";
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public readonly string UnloadAnim = "unload";
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public override object Create(ActorInitializer init) { return new RenderLandingCraft(init.Self, this); }
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public override object Create(ActorInitializer init) { return new RenderLandingCraft(init, this); }
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}
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public class RenderLandingCraft : RenderUnit
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@@ -31,11 +31,11 @@ namespace OpenRA.Mods.RA.Traits
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readonly IMove move;
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bool open;
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public RenderLandingCraft(Actor self, RenderLandingCraftInfo info)
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: base(self)
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public RenderLandingCraft(ActorInitializer init, RenderLandingCraftInfo info)
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: base(init, info)
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{
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this.info = info;
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this.self = self;
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self = init.Self;
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cargo = self.Trait<Cargo>();
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move = self.Trait<IMove>();
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}
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.Traits
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[Desc("Armament name")]
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public readonly string Armament = "primary";
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public override object Create(ActorInitializer init) { return new RenderUnitReload(init.Self, this); }
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public override object Create(ActorInitializer init) { return new RenderUnitReload(init, this); }
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}
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class RenderUnitReload : RenderUnit
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@@ -27,11 +27,11 @@ namespace OpenRA.Mods.RA.Traits
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readonly AttackBase attack;
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readonly Armament armament;
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public RenderUnitReload(Actor self, RenderUnitReloadInfo info)
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: base(self)
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public RenderUnitReload(ActorInitializer init, RenderUnitReloadInfo info)
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: base(init, info)
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{
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attack = self.Trait<AttackBase>();
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armament = self.TraitsImplementing<Armament>()
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attack = init.Self.Trait<AttackBase>();
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armament = init.Self.TraitsImplementing<Armament>()
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.Single(a => a.Info.Name == info.Armament);
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}
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