Use Tuple syntax
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@@ -662,7 +662,7 @@ namespace OpenRA
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return dataStream.ToArray();
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}
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public Pair<Color, Color> GetTerrainColorPair(MPos uv)
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public (Color Left, Color Right) GetTerrainColorPair(MPos uv)
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{
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Color left, right;
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var tileset = Rules.TileSet;
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@@ -687,7 +687,7 @@ namespace OpenRA
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else
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left = right = Color.Black;
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return Pair.New(left, right);
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return (left, right);
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}
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public byte[] SavePreview()
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@@ -695,7 +695,7 @@ namespace OpenRA
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var tileset = Rules.TileSet;
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var actorTypes = Rules.Actors.Values.Where(a => a.HasTraitInfo<IMapPreviewSignatureInfo>());
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var actors = ActorDefinitions.Where(a => actorTypes.Where(ai => ai.Name == a.Value.Value).Any());
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var positions = new List<Pair<MPos, Color>>();
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var positions = new List<(MPos Position, Color Color)>();
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foreach (var actor in actors)
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{
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var s = new ActorReference(actor.Value.Value, actor.Value.ToDictionary());
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@@ -729,7 +729,7 @@ namespace OpenRA
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var stride = bitmapWidth * 4;
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var pxStride = 4;
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var minimapData = new byte[stride * height];
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Pair<Color, Color> terrainColor = default(Pair<Color, Color>);
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(Color Left, Color Right) terrainColor = default((Color, Color));
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for (var y = 0; y < height; y++)
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{
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@@ -737,8 +737,8 @@ namespace OpenRA
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{
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var uv = new MPos(x + Bounds.Left, y + Bounds.Top);
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// FirstOrDefault will return a Pair(MPos.Zero, Color.Transparent) if positions is empty
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var actorColor = positions.FirstOrDefault(ap => ap.First == uv).Second;
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// FirstOrDefault will return a (MPos.Zero, Color.Transparent) if positions is empty
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var actorColor = positions.FirstOrDefault(ap => ap.Position == uv).Color;
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if (actorColor.A == 0)
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terrainColor = GetTerrainColorPair(uv);
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@@ -750,7 +750,7 @@ namespace OpenRA
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if (x + dx > 0)
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{
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var z = y * stride + xOffset - pxStride;
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var c = actorColor.A == 0 ? terrainColor.First : actorColor;
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var c = actorColor.A == 0 ? terrainColor.Left : actorColor;
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minimapData[z++] = c.R;
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minimapData[z++] = c.G;
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minimapData[z++] = c.B;
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@@ -760,7 +760,7 @@ namespace OpenRA
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if (xOffset < stride)
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{
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var z = y * stride + xOffset;
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var c = actorColor.A == 0 ? terrainColor.Second : actorColor;
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var c = actorColor.A == 0 ? terrainColor.Right : actorColor;
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minimapData[z++] = c.R;
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minimapData[z++] = c.G;
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minimapData[z++] = c.B;
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@@ -770,7 +770,7 @@ namespace OpenRA
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else
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{
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var z = y * stride + pxStride * x;
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var c = actorColor.A == 0 ? terrainColor.First : actorColor;
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var c = actorColor.A == 0 ? terrainColor.Left : actorColor;
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minimapData[z++] = c.R;
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minimapData[z++] = c.G;
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minimapData[z++] = c.B;
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