Fixes on blocking logic
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@@ -225,14 +225,9 @@ namespace OpenRA.Mods.Common.Traits
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return self.IsAtGroundLevel() && crushClasses.Contains(info.CrushClass);
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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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if (self.IsAtGroundLevel() && crushClasses.Contains(info.CrushClass))
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blocking = default(LongBitSet<PlayerBitMask>);
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else
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blocking = self.World.AllPlayerMask;
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return true;
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return self.IsAtGroundLevel() && crushClasses.Contains(info.CrushClass) ? self.World.AllPlayersMask : self.World.NoPlayersMask;
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}
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void INotifyAddedToWorld.AddedToWorld(Actor self)
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