let the soviets in allies04 not furiously attack mother nature
regression due to trees being destructible now
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@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA.Missions
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Player allies1;
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Player allies2;
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Player soviets;
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Player neutral;
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Player creeps;
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World world;
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List<Patrol> patrols;
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@@ -152,7 +152,7 @@ namespace OpenRA.Mods.RA.Missions
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{
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foreach (var attacker in townAttackers.Where(u => u.IsIdle && !u.IsDead() && u.IsInWorld))
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{
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var enemies = world.Actors.Where(u => u.Owner == neutral && u.HasTrait<ITargetable>()
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var enemies = world.Actors.Where(u => u.Owner == creeps && u.HasTrait<ITargetable>()
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>() && !u.HasTrait<Bridge>()) || u.HasTrait<Mobile>()) && !u.IsDead() && u.IsInWorld);
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var enemy = enemies.OrderBy(u => (attacker.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
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@@ -196,7 +196,7 @@ namespace OpenRA.Mods.RA.Missions
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}
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if (world.FrameNumber == nextCivilianMove)
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{
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var civilians = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && a.Owner == neutral && a.HasTrait<Mobile>());
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var civilians = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && a.Owner == creeps && a.HasTrait<Mobile>());
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if (civilians.Any())
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{
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var civilian = civilians.Random(world.SharedRandom);
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@@ -361,7 +361,7 @@ namespace OpenRA.Mods.RA.Missions
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allies2.PlayerActor.Trait<PlayerResources>().Cash = 0;
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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neutral = w.Players.Single(p => p.InternalName == "Neutral");
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creeps = w.Players.Single(p => p.InternalName == "Creeps");
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objectives[InfiltrateID].Text = Infiltrate.F(allies1 != allies2 ? "spies" : "spy");
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destroyBaseTicks = difficulty == "Hard" ? 1500 * 25 : difficulty == "Normal" ? 1500 * 28 : 1500 * 31;
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