make order queuing work for buildings and turreted units, too
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@@ -32,9 +32,9 @@ namespace OpenRA.Mods.RA
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charges = self.Info.Traits.Get<AttackTeslaInfo>().MaxCharges;
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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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return base.CanAttack( self ) && ( charges > 0 );
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return base.CanAttack( self, target ) && ( charges > 0 );
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}
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public override void Tick( Actor self )
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@@ -53,9 +53,9 @@ namespace OpenRA.Mods.RA
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Actor previousTarget;
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public override int FireDelay( Actor self, AttackBaseInfo info )
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public override int FireDelay( Actor self, Target target, AttackBaseInfo info )
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{
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return target.Actor == previousTarget ? 3 : base.FireDelay(self, info);
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return target.Actor == previousTarget ? 3 : base.FireDelay(self, target, info);
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}
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public void Attacking(Actor self)
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