Rename EmitInfantryOnSellInfo.Races to Factions
Also rename the rest of "race" in that file.
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@@ -24,9 +24,9 @@ namespace OpenRA.Mods.Common.Traits
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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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[Desc("Spawns actors only if the selling player's faction is in this list." +
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"Leave empty to allow all factions by default.")]
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public readonly string[] Factions = { };
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public object Create(ActorInitializer init) { return new EmitInfantryOnSell(init.Self, this); }
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}
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@@ -34,20 +34,20 @@ namespace OpenRA.Mods.Common.Traits
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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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readonly bool correctFaction;
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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.Faction.InternalName);
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var factionsList = info.Factions;
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correctFaction = factionsList.Length == 0 || factionsList.Contains(self.Owner.Faction.InternalName);
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}
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public void Selling(Actor self) { }
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void Emit(Actor self)
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{
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if (!correctRace)
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if (!correctFaction)
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return;
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var csv = self.Info.Traits.GetOrDefault<CustomSellValueInfo>();
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@@ -1744,6 +1744,13 @@ namespace OpenRA.Mods.Common.UtilityCommands
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if (race != null)
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race.Key = "Factions";
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}
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if (node.Key.StartsWith("EmitInfantryOnSell"))
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{
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var race = node.Value.Nodes.FirstOrDefault(x => x.Key == "Races");
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if (race != null)
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race.Key = "Factions";
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}
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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@@ -88,10 +88,10 @@
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UseDeathTypeSuffix: false
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EmitInfantryOnSell@gdi:
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ActorTypes: e1, e1, e2, medic
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Races: gdi
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Factions: gdi
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EmitInfantryOnSell@nod:
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ActorTypes: e1, e1, e1, e3, e3
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Races: nod
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Factions: nod
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MustBeDestroyed:
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RequiredForShortGame: true
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CaptureNotification:
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