Rename Actor.Destroy/Destroyed to Dispose/Disposed.
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@@ -140,7 +140,7 @@ namespace OpenRA.Graphics
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// added for contrails
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foreach (var a in World.ActorsWithTrait<IPostRender>())
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if (a.Actor.IsInWorld && !a.Actor.Destroyed)
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if (a.Actor.IsInWorld && !a.Actor.Disposed)
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a.Trait.RenderAfterWorld(this, a.Actor);
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var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
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@@ -154,7 +154,7 @@ namespace OpenRA.Graphics
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Game.Renderer.DisableScissor();
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Destroyed)
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var overlayRenderables = World.Selection.Actors.Where(a => !a.Disposed)
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.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
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.SelectMany(t => t.RenderAfterWorld(this));
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@@ -174,7 +174,7 @@ namespace OpenRA.Graphics
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if (World.Type == WorldType.Regular && Game.Settings.Game.AlwaysShowStatusBars)
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{
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foreach (var g in World.Actors.Where(a => !a.Destroyed
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foreach (var g in World.Actors.Where(a => !a.Disposed
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&& a.HasTrait<Selectable>()
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&& !World.FogObscures(a)
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&& !World.Selection.Actors.Contains(a)))
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