remove 'private' keyword where possible
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.RA.Air
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{
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public readonly int2 Pos;
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private Fly( int2 px ) { Pos = px; }
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Fly( int2 px ) { Pos = px; }
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public static Fly ToPx( int2 px ) { return new Fly( px ); }
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public static Fly ToCell( int2 pos ) { return new Fly( Util.CenterOfCell( pos ) ); }
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@@ -29,9 +29,8 @@ namespace OpenRA.Mods.RA
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class Contrail : ITick, IPostRender
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{
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private ContrailInfo Info = null;
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private Turret ContrailTurret = null;
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ContrailInfo Info = null;
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Turret ContrailTurret = null;
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ContrailHistory history;
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@@ -439,7 +439,7 @@ namespace OpenRA.Mods.RA
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}
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//Build a random unit of the given type. Not going to be needed once there is actual AI...
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private void BuildRandom(string category)
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void BuildRandom(string category)
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{
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// Pick a free queue
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var queue = world.ActorsWithTrait<ProductionQueue>()
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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA
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class DefaultShellmapScript: IWorldLoaded, ITick
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{
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Dictionary<string, Actor> Actors;
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private static int2 ViewportOrigin;
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static int2 ViewportOrigin;
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public void WorldLoaded(World w)
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{
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@@ -13,14 +13,11 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class SurrenderOnDisconnectInfo : TraitInfo<SurrenderOnDisconnect>
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{
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}
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class SurrenderOnDisconnectInfo : TraitInfo<SurrenderOnDisconnect> {}
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class SurrenderOnDisconnect : ITick
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{
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private bool Disconnected = false;
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bool Disconnected = false;
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public void Tick(Actor self)
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{
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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.RA
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}
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}
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private void ChangeOwnership(Actor self, Player previousOwner, Player originalOwner)
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void ChangeOwnership(Actor self, Player previousOwner, Player originalOwner)
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{
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self.World.AddFrameEndTask(w =>
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{
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@@ -108,7 +108,7 @@ namespace OpenRA.Mods.RA
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});
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}
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private void ChangeOwnership(Actor self, Actor captor, Player previousOwner)
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void ChangeOwnership(Actor self, Actor captor, Player previousOwner)
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{
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self.World.AddFrameEndTask(w =>
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{
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