diff --git a/OpenRa.Game/OpenRa.Game.csproj b/OpenRa.Game/OpenRa.Game.csproj
index 27f432b1de..e53b7c6fc1 100644
--- a/OpenRa.Game/OpenRa.Game.csproj
+++ b/OpenRa.Game/OpenRa.Game.csproj
@@ -137,7 +137,6 @@
-
diff --git a/OpenRa.Game/UnitMissions.cs b/OpenRa.Game/UnitMissions.cs
deleted file mode 100644
index d335f68c7b..0000000000
--- a/OpenRa.Game/UnitMissions.cs
+++ /dev/null
@@ -1,146 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace OpenRa.Game
-{
- //Unit Missions:
- //{
- //in rules.ini:
- // Sleep - no-op
- // Harmless - no-op, and also not considered a threat
- // Sticky
- // Attack
- // Move
- // QMove
- // Retreat
- // Guard
- // Enter
- // Capture
- // Harvest
- // Area Guard
- // [Return] - unused
- // Stop
- // [Ambush] - unused
- // Hunt
- // Unload
- // Sabotage
- // Construction
- // Selling
- // Repair
- // Rescue
- // Missile
- //
- //not in original RA:
- // Deploy (Mcv -> Fact) [should this be construction/unload?]
- //}
-
- [Flags]
- enum SupportedMissions
- {
- Stop = 0,
- Harvest = 1,
- Deploy = 2,
- }
-
- //delegate void UnitMission( int t );
- //static class UnitMissions
- //{
- // public static UnitMission Sleep()
- // {
- // return t => { };
- // }
-
- // public static UnitMission Move( Unit unit, int2 destination )
- // {
- // return t =>
- // {
- // Game game = unit.game;
-
- // if( unit.nextOrder != null )
- // destination = unit.toCell;
-
- // if( Turn( unit, unit.GetFacing( unit.toCell - unit.fromCell ) ) )
- // return;
-
- // unit.moveFraction += t * unit.unitInfo.Speed;
- // if( unit.moveFraction < unit.moveFractionTotal )
- // return;
-
- // unit.moveFraction = 0;
- // unit.moveFractionTotal = 0;
- // unit.fromCell = unit.toCell;
-
- // if( unit.toCell == destination )
- // {
- // unit.currentOrder = null;
- // return;
- // }
-
- // List res = game.pathFinder.FindUnitPath( unit.toCell, PathFinder.DefaultEstimator( destination ) );
- // if( res.Count != 0 )
- // {
- // unit.toCell = res[ res.Count - 1 ];
-
- // int2 dir = unit.toCell - unit.fromCell;
- // unit.moveFractionTotal = ( dir.X != 0 && dir.Y != 0 ) ? 2500 : 2000;
- // }
- // else
- // destination = unit.toCell;
- // };
- // }
-
- // public static UnitMission Deploy( Unit unit )
- // {
- // return t =>
- // {
- // Game game = unit.game;
-
- // if( Turn( unit, 12 ) )
- // return;
-
- // game.world.AddFrameEndTask( _ =>
- // {
- // game.world.Remove( unit );
- // game.world.Add( new Building( "fact", unit.fromCell - new int2( 1, 1 ), unit.Owner, game ) );
- // } );
- // unit.currentOrder = null;
- // };
- // }
-
-
- // public static UnitMission Harvest( Unit unit )
- // {
- // UnitMission order = null;
- // order = t =>
- // {
- // // TODO: check that there's actually some ore in this cell :)
-
- // // face in one of the 8 directions
- // if( Turn( unit, ( unit.facing + 1 ) & ~3 ) )
- // return;
-
- // unit.currentOrder = _ => { };
- // if( unit.nextOrder == null )
- // unit.nextOrder = order;
-
- // string sequenceName = string.Format( "harvest{0}", unit.facing / 4 );
- // unit.animation.PlayThen( sequenceName, () =>
- // {
- // unit.currentOrder = null;
- // unit.animation.PlayFetchIndex( "idle", () => unit.facing );
- // } );
- // };
- // return order;
- // }
-
- // static bool Turn( Unit unit, int desiredFacing )
- // {
- // if( unit.facing == desiredFacing )
- // return false;
-
- // int df = ( desiredFacing - unit.facing + 32 ) % 32;
- // unit.facing = ( unit.facing + ( df > 16 ? 31 : 1 ) ) % 32;
- // return true;
- // }
- //}
-}
diff --git a/OpenRa.Game/UnitOrderGenerator.cs b/OpenRa.Game/UnitOrderGenerator.cs
index 654426172c..46dab50c9c 100755
--- a/OpenRa.Game/UnitOrderGenerator.cs
+++ b/OpenRa.Game/UnitOrderGenerator.cs
@@ -22,16 +22,6 @@ namespace OpenRa.Game
if( ret != null )
yield return ret;
}
-
- //if( ( fromCell == toCell || moveFraction == 0 ) && fromCell == xy )
- //{
- // if( SupportsMission( SupportedMissions.Deploy ) )
- // return new DeployMcvOrder( this );
- // if( SupportsMission( SupportedMissions.Harvest ) )
- // return new HarvestOrder( this );
- //}
-
- //return new MoveOrder( this, xy );
}
public void PrepareOverlay( Game game, int2 xy ) { }