EmitInfantryOnSell now checks a Races string[] against the seller’s race.
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@@ -15,7 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Spawn new actors when sold.")]
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class EmitInfantryOnSellInfo : TraitInfo<EmitInfantryOnSell>
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public class EmitInfantryOnSellInfo : ITraitInfo
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{
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public readonly float ValuePercent = 40;
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public readonly float MinHpPercent = 30;
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@@ -23,15 +23,33 @@ namespace OpenRA.Mods.Common.Traits
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[ActorReference]
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[Desc("Be sure to use lowercase. Default value is \"e1\".")]
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public readonly string[] ActorTypes = { "e1" };
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[Desc("Spawns actors only if the selling player's race is in this list." +
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"Leave empty to allow all races by default.")]
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public readonly string[] Races = { };
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public object Create(ActorInitializer init) { return new EmitInfantryOnSell(init.Self, this); }
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}
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class EmitInfantryOnSell : INotifySold
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public class EmitInfantryOnSell : INotifySold
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{
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readonly EmitInfantryOnSellInfo info;
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readonly bool correctRace = false;
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public EmitInfantryOnSell(Actor self, EmitInfantryOnSellInfo info)
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{
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this.info = info;
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var raceList = info.Races;
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correctRace = raceList.Length == 0 || raceList.Contains(self.Owner.Country.Race);
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}
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public void Selling(Actor self) { }
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static void Emit(Actor self)
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void Emit(Actor self)
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{
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var info = self.Info.Traits.Get<EmitInfantryOnSellInfo>();
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if (!correctRace)
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return;
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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var valued = self.Info.Traits.GetOrDefault<ValuedInfo>();
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var cost = csv != null ? csv.Value : (valued != null ? valued.Cost : 0);
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