fix trailing whitespace everywhere
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@@ -1,7 +1,7 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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@@ -43,16 +43,16 @@ namespace OpenRA
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public readonly Shroud LocalShroud;
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public void SetLocalPlayer(string pr)
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{
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{
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if (!(orderManager.Connection is ReplayConnection))
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LocalPlayer = Players.FirstOrDefault(p => p.InternalName == pr);
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}
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public readonly Actor WorldActor;
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public readonly Actor WorldActor;
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public readonly Map Map;
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public readonly TileSet TileSet;
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public readonly ActorMap ActorMap;
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public void IssueOrder( Order o ) { orderManager.IssueOrder( o ); } /* avoid exposing the OM to mod code */
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IOrderGenerator orderGenerator_;
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@@ -83,13 +83,13 @@ namespace OpenRA
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return true;
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}
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}
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internal World(Manifest manifest, Map map, OrderManager orderManager)
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{
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this.orderManager = orderManager;
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orderGenerator_ = new UnitOrderGenerator();
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Map = map;
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TileSet = Rules.TileSets[Map.Tileset];
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TileSet.LoadTiles();
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@@ -101,19 +101,19 @@ namespace OpenRA
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// Add players
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foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
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cmp.CreatePlayers(this);
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cmp.CreatePlayers(this);
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// Set defaults for any unset stances
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foreach (var p in Players)
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foreach (var q in Players)
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if (!p.Stances.ContainsKey(q))
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p.Stances[q] = Stance.Neutral;
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p.Stances[q] = Stance.Neutral;
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Sound.SoundVolumeModifier = 1.0f;
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foreach (var wlh in WorldActor.TraitsImplementing<IWorldLoaded>())
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wlh.WorldLoaded(this);
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}
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public Actor CreateActor( string name, TypeDictionary initDict )
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{
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return CreateActor( true, name, initDict );
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@@ -126,7 +126,7 @@ namespace OpenRA
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Add( a );
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return a;
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}
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public void Add(Actor a)
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{
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a.IsInWorld = true;
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@@ -160,19 +160,19 @@ namespace OpenRA
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foreach( var ni in ActorsWithTrait<INotifyIdle>() )
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if (ni.Actor.IsIdle)
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ni.Trait.TickIdle(ni.Actor);
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using( new PerfSample("tick_activities") )
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foreach( var a in actors )
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a.Tick();
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ActorsWithTrait<ITick>().DoTimed( x =>
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{
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x.Trait.Tick( x.Actor );
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}, "[{2}] Trait: {0} ({1:0.000} ms)", Game.Settings.Debug.LongTickThreshold );
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effects.DoTimed( e => e.Tick( this ), "[{2}] Effect: {0} ({1:0.000} ms)", Game.Settings.Debug.LongTickThreshold );
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}
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while (frameEndActions.Count != 0)
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frameEndActions.Dequeue()(this);
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Game.viewport.Tick();
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@@ -204,7 +204,7 @@ namespace OpenRA
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// Hash the shared rng
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ret += SharedRandom.Last;
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return ret;
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}
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}
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