Make Ground and Navy AI squads look for enabled (instead of any) targetables
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.AI
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else
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else
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{
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius))
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius))
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.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
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.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.GetEnabledTargetTypes().Any());
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var target = enemies.ClosestTo(leader.CenterPosition);
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var target = enemies.ClosestTo(leader.CenterPosition);
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if (target != null)
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if (target != null)
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{
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{
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@@ -132,7 +132,7 @@ namespace OpenRA.Mods.Common.AI
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else
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else
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{
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius))
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(owner.Bot.Info.AttackScanRadius))
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.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.Info.HasTraitInfo<ITargetableInfo>());
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.Where(a => !a.IsDead && leader.Owner.Stances[a.Owner] == Stance.Enemy && a.GetEnabledTargetTypes().Any());
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var target = enemies.ClosestTo(leader.CenterPosition);
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var target = enemies.ClosestTo(leader.CenterPosition);
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if (target != null)
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if (target != null)
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{
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{
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