Streamline Land activity
Removed some redundant parameters, some redundant overloads and made Land always consider LandAltitude relative to target.
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@@ -195,6 +195,11 @@ namespace OpenRA.Mods.Common.Traits
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public WDist LandAltitude { get; private set; }
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public static WPos GroundPosition(Actor self)
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{
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return self.CenterPosition - new WVec(WDist.Zero, WDist.Zero, self.World.Map.DistanceAboveTerrain(self.CenterPosition));
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}
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bool airborne;
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bool cruising;
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bool firstTick = true;
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@@ -321,7 +326,7 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.TurnToLand)
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self.QueueActivity(new Turn(self, Info.InitialFacing));
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self.QueueActivity(new Land(self, true));
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self.QueueActivity(new Land(self));
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ForceLanding = true;
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}
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@@ -625,7 +630,7 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.TurnToLand)
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self.QueueActivity(new Turn(self, Info.InitialFacing));
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self.QueueActivity(new Land(self, true));
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self.QueueActivity(new Land(self));
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}
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else if (!Info.CanHover && !atLandAltitude)
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self.QueueActivity(new FlyCircle(self, -1, Info.IdleTurnSpeed > -1 ? Info.IdleTurnSpeed : TurnSpeed));
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@@ -812,10 +817,7 @@ namespace OpenRA.Mods.Common.Traits
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public Activity MoveIntoTarget(Actor self, Target target)
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{
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if (!Info.VTOL)
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return new Land(self, target, false);
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return new Land(self, false);
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return new Land(self, target);
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}
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public Activity VisualMove(Actor self, WPos fromPos, WPos toPos)
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