Fixes on blocking logic
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@@ -59,11 +59,13 @@ namespace OpenRA.Mods.Cnc.Traits
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return info.CrushClasses.Overlaps(crushClasses);
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}
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bool ICrushable.TryCalculatePlayerBlocking(Actor self, BitSet<CrushClass> crushClasses, out LongBitSet<PlayerBitMask> blocking)
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LongBitSet<PlayerBitMask> ICrushable.CrushableBy(Actor self, BitSet<CrushClass> crushClasses)
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{
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// Fall back to the slow path
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blocking = default(LongBitSet<PlayerBitMask>);
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return false;
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if (!info.CrushClasses.Overlaps(crushClasses))
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return self.World.NoPlayersMask;
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// Friendly units should move around!
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return info.BlockFriendly ? self.Owner.EnemyPlayersMask : self.World.AllPlayersMask;
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}
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}
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