Remove unnecessary trait lookups when cloaking/decloaking.
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@@ -68,6 +68,7 @@ namespace OpenRA.Mods.Common.Traits
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[Sync] int remainingTime;
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bool isDocking;
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ConditionManager conditionManager;
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Cloak[] otherCloaks;
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CPos? lastPos;
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bool wasCloaked = false;
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@@ -83,6 +84,9 @@ namespace OpenRA.Mods.Common.Traits
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protected override void Created(Actor self)
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{
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conditionManager = self.TraitOrDefault<ConditionManager>();
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otherCloaks = self.TraitsImplementing<Cloak>()
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.Where(c => c != this)
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.ToArray();
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if (Cloaked)
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{
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@@ -157,7 +161,7 @@ namespace OpenRA.Mods.Common.Traits
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cloakedToken = conditionManager.GrantCondition(self, Info.CloakedCondition);
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// Sounds shouldn't play if the actor starts cloaked
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if (!(firstTick && Info.InitialDelay == 0) && !self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
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if (!(firstTick && Info.InitialDelay == 0) && !otherCloaks.Any(a => a.Cloaked))
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Game.Sound.Play(SoundType.World, Info.CloakSound, self.CenterPosition);
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}
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else if (!isCloaked && wasCloaked)
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@@ -165,7 +169,7 @@ namespace OpenRA.Mods.Common.Traits
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if (cloakedToken != ConditionManager.InvalidConditionToken)
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cloakedToken = conditionManager.RevokeCondition(self, cloakedToken);
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if (!(firstTick && Info.InitialDelay == 0) && !self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
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if (!(firstTick && Info.InitialDelay == 0) && !otherCloaks.Any(a => a.Cloaked))
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Game.Sound.Play(SoundType.World, Info.UncloakSound, self.CenterPosition);
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}
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