Use expression body syntax
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@@ -39,7 +39,7 @@ namespace OpenRA
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public int Timestep;
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internal readonly OrderManager OrderManager;
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public Session LobbyInfo { get { return OrderManager.LobbyInfo; } }
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public Session LobbyInfo => OrderManager.LobbyInfo;
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public readonly MersenneTwister SharedRandom;
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public readonly MersenneTwister LocalRandom;
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@@ -79,10 +79,7 @@ namespace OpenRA
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Player renderPlayer;
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public Player RenderPlayer
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{
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get
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{
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return renderPlayer;
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}
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get => renderPlayer;
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set
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{
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@@ -103,20 +100,11 @@ namespace OpenRA
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public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
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public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
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public bool IsReplay
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{
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get { return OrderManager.Connection is ReplayConnection; }
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}
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public bool IsReplay => OrderManager.Connection is ReplayConnection;
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public bool IsLoadingGameSave
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{
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get { return OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame; }
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}
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public bool IsLoadingGameSave => OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame;
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public int GameSaveLoadingPercentage
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{
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get { return OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame; }
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}
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public int GameSaveLoadingPercentage => OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame;
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void SetLocalPlayer(Player localPlayer)
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{
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@@ -153,10 +141,7 @@ namespace OpenRA
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IOrderGenerator orderGenerator;
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public IOrderGenerator OrderGenerator
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{
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get
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{
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return orderGenerator;
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}
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get => orderGenerator;
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set
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{
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@@ -452,10 +437,10 @@ namespace OpenRA
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ScreenMap.TickRender();
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}
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public IEnumerable<Actor> Actors { get { return actors.Values; } }
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public IEnumerable<IEffect> Effects { get { return effects; } }
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public IEnumerable<IEffect> UnpartitionedEffects { get { return unpartitionedEffects; } }
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public IEnumerable<ISync> SyncedEffects { get { return syncedEffects; } }
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public IEnumerable<Actor> Actors => actors.Values;
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public IEnumerable<IEffect> Effects => effects;
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public IEnumerable<IEffect> UnpartitionedEffects => unpartitionedEffects;
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public IEnumerable<ISync> SyncedEffects => syncedEffects;
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public Actor GetActorById(uint actorId)
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{
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