make order queuing work for buildings and turreted units, too
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@@ -27,10 +27,10 @@ namespace OpenRA.Mods.RA.Air
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return new FlyAttack( newTarget );
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}
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protected override bool CanAttack(Actor self)
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protected override bool CanAttack(Actor self, Target target)
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{
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// dont fire while landed
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return base.CanAttack(self)
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return base.CanAttack(self, target)
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&& self.Trait<Aircraft>().Altitude > 0;
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}
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}
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@@ -28,7 +28,6 @@ namespace OpenRA.Mods.RA.Air
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Cancel( self );
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var attack = self.Trait<AttackPlane>();
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attack.target = Target;
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attack.DoAttack( self, Target );
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if( inner == null )
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@@ -46,7 +46,6 @@ namespace OpenRA.Mods.RA.Air
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if( !float2.WithinEpsilon( float2.Zero, dist, range * Game.CellSize ) )
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aircraft.TickMove( 1024 * aircraft.MovementSpeed, desiredFacing );
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attack.target = target;
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attack.DoAttack( self, target );
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return this;
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