make order queuing work for buildings and turreted units, too
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@@ -58,9 +58,9 @@ namespace OpenRA.Mods.RA
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if (ticks == 430)
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{
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Actors["mig1"].Trait<AttackPlane>().AttackTarget(Actors["mig1"], Actors["greeceweap"], true);
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Actors["mig2"].Trait<AttackPlane>().AttackTarget(Actors["mig2"], Actors["greeceweap"], true);
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Actors["mig3"].Trait<AttackPlane>().AttackTarget(Actors["mig3"], Actors["greeceweap"], true);
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Actors["mig1"].Trait<AttackPlane>().AttackTarget(Target.FromActor(Actors["greeceweap"]), false, true);
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Actors["mig2"].Trait<AttackPlane>().AttackTarget(Target.FromActor(Actors["greeceweap"]), false, true);
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Actors["mig3"].Trait<AttackPlane>().AttackTarget(Target.FromActor(Actors["greeceweap"]), false, true);
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}
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ticks++;
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