Fix indentation in ProductionFromMapEdge
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@@ -74,37 +74,37 @@ namespace OpenRA.Mods.D2k.Traits
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var initialFacing = self.World.Map.FacingBetween(location.Value, destination, 0);
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self.World.AddFrameEndTask(w =>
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{
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var td = new TypeDictionary
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{
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var td = new TypeDictionary
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{
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new OwnerInit(self.Owner),
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new LocationInit(location.Value),
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new CenterPositionInit(pos),
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new FacingInit(initialFacing)
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};
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new OwnerInit(self.Owner),
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new LocationInit(location.Value),
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new CenterPositionInit(pos),
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new FacingInit(initialFacing)
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};
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if (factionVariant != null)
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td.Add(new FactionInit(factionVariant));
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if (factionVariant != null)
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td.Add(new FactionInit(factionVariant));
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var newUnit = self.World.CreateActor(producee.Name, td);
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var newUnit = self.World.CreateActor(producee.Name, td);
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var move = newUnit.TraitOrDefault<IMove>();
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if (move != null)
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newUnit.QueueActivity(move.MoveTo(destination, 2));
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var move = newUnit.TraitOrDefault<IMove>();
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if (move != null)
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newUnit.QueueActivity(move.MoveTo(destination, 2));
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newUnit.SetTargetLine(Target.FromCell(self.World, destination), Color.Green, false);
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newUnit.SetTargetLine(Target.FromCell(self.World, destination), Color.Green, false);
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if (!self.IsDead)
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, destination);
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if (!self.IsDead)
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foreach (var t in self.TraitsImplementing<INotifyProduction>())
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t.UnitProduced(self, newUnit, destination);
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var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
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foreach (var notify in notifyOthers)
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notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
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var notifyOthers = self.World.ActorsWithTrait<INotifyOtherProduction>();
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foreach (var notify in notifyOthers)
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notify.Trait.UnitProducedByOther(notify.Actor, self, newUnit);
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foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
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t.BuildingComplete(newUnit);
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});
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foreach (var t in newUnit.TraitsImplementing<INotifyBuildComplete>())
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t.BuildingComplete(newUnit);
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});
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return true;
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}
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