Don't reserve airfields/helipads for husks that just fall down
fixes #3376
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@@ -128,9 +128,9 @@ namespace OpenRA
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Bounds.Invalidate();
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ExtendedBounds.Invalidate();
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currentActivity = Traits.Util.RunActivity( this, currentActivity );
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currentActivity = Traits.Util.RunActivity(this, currentActivity);
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}
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public void UpdateSight()
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{
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Sight.vis = Shroud.GetVisOrigins(this).ToArray();
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@@ -122,17 +122,17 @@ namespace OpenRA
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public static void RunAfterTick(Action a) { delayedActions.Add(a); }
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public static void RunAfterDelay(int delay, Action a) { delayedActions.Add(a, delay); }
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static void Tick( OrderManager orderManager, Viewport viewPort )
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static void Tick(OrderManager orderManager, Viewport viewPort)
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{
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if (orderManager.Connection.ConnectionState != lastConnectionState)
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{
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lastConnectionState = orderManager.Connection.ConnectionState;
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ConnectionStateChanged( orderManager );
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ConnectionStateChanged(orderManager);
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}
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Tick( orderManager );
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if( worldRenderer != null && orderManager.world != worldRenderer.world )
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Tick( worldRenderer.world.orderManager );
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Tick(orderManager);
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if (worldRenderer != null && orderManager.world != worldRenderer.world)
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Tick(worldRenderer.world.orderManager);
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using (new PerfSample("render"))
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{
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@@ -144,7 +144,7 @@ namespace OpenRA.Traits
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.Concat(self.Owner.PlayerActor.TraitsImplementing<INotifyKilled>()))
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nd.Killed(self, ai);
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if( RemoveOnDeath )
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if (RemoveOnDeath)
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self.Destroy();
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Log.Write("debug", "{0} #{1} killed by {2} #{3}", self.Info.Name, self.ActorID, attacker.Info.Name, attacker.ActorID);
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@@ -110,19 +110,19 @@ namespace OpenRA.Traits
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(next, a) => { a.Queue( next ); return a; });
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}
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public static Activity RunActivity( Actor self, Activity act )
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public static Activity RunActivity(Actor self, Activity act)
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{
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while( act != null )
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while (act != null)
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{
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var prev = act;
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var sw = new Stopwatch();
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act = act.Tick( self );
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act = act.Tick(self);
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var dt = sw.ElapsedTime();
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if(dt > Game.Settings.Debug.LongTickThreshold)
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if (dt > Game.Settings.Debug.LongTickThreshold)
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Log.Write("perf", "[{2}] Activity: {0} ({1:0.000} ms)", prev, dt * 1000, Game.LocalTick);
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if( prev == act )
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if (prev == act)
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break;
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}
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return act;
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