Remove PPos overload of ClosestTo.
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@@ -55,11 +55,6 @@ namespace OpenRA
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return actors.OrderBy(a => (a.CenterPosition - pos).LengthSquared).FirstOrDefault();
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}
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public static Actor ClosestTo(this IEnumerable<Actor> actors, PPos px)
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{
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return actors.OrderBy( a => (a.CenterLocation - px).LengthSquared ).FirstOrDefault();
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}
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public static IEnumerable<Actor> FindUnitsInCircle(this World world, WPos a, WRange r)
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{
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return world.FindUnitsInCircle(PPos.FromWPos(a), r.Range * Game.CellSize / 1024);
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA.Activities
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var buildings = self.Info.Traits.Get<MinelayerInfo>().RearmBuildings;
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var rearmTarget = self.World.Actors.Where(a => self.Owner.Stances[a.Owner] == Stance.Ally
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&& buildings.Contains(a.Info.Name))
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.ClosestTo( self.CenterLocation );
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.ClosestTo(self);
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if (rearmTarget == null)
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return new Wait(20);
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Air
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var nearestHpad = self.World.ActorsWithTrait<Reservable>()
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.Where(a => a.Actor.Owner == self.Owner && rearmBuildings.Contains(a.Actor.Info.Name))
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.Select(a => a.Actor)
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.ClosestTo(self.CenterLocation);
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.ClosestTo(self);
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if (nearestHpad == null)
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return Util.SequenceActivities(new Turn(initialFacing), new HeliLand(true, 0), NextActivity);
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@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Air
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.Where(a => rearmBuildings.Contains(a.Actor.Info.Name)
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&& (!unreservedOnly || !Reservable.IsReserved(a.Actor)))
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.Select(a => a.Actor)
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.ClosestTo( self.CenterLocation );
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.ClosestTo(self);
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}
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void Calculate(Actor self)
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
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.Where(a => a.IsInWorld && !a.IsDead())
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.Where(a => a.GetDamageState() > DamageState.Undamaged)
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.ClosestTo( self.CenterLocation );
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.ClosestTo(self);
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if (target != null)
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self.QueueActivity(attack.GetAttackActivity(self, Target.FromActor(target), false));
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@@ -127,7 +127,7 @@ namespace OpenRA.Mods.RA
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.Where(a => a.AppearsHostileTo(self))
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.ClosestTo(self.CenterLocation);
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.ClosestTo(self);
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}
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else
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{
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@@ -136,7 +136,7 @@ namespace OpenRA.Mods.RA
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => attack.HasAnyValidWeapons(Target.FromActor(a)))
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.Where(a => self.Owner.Shroud.IsTargetable(a))
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.ClosestTo(self.CenterLocation);
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.ClosestTo(self);
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}
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}
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}
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@@ -141,7 +141,7 @@ namespace OpenRA.Mods.RA
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// TODO exclude other NeutralActor that arent permanent
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Actor GetInRange(Actor self)
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{
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return CaptorsInRange(self).ClosestTo( self.CenterLocation );
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return CaptorsInRange(self).ClosestTo(self);
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}
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int CountPlayersNear(Actor self, Player ignoreMe)
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