Fix StyleCop warnings in OpenRA.Game
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@@ -30,13 +30,13 @@ namespace OpenRA.GameRules
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[Desc("Can this warhead affect the actor that fired it.")]
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public readonly bool AffectsParent = false;
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[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
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[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
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public readonly int Delay = 0;
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///<summary>Applies the warhead's effect against the target.</summary>
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/// <summary>Applies the warhead's effect against the target.</summary>
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public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
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///<summary>Checks if the warhead is valid against (can do something to) the target.</summary>
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/// <summary>Checks if the warhead is valid against (can do something to) the target.</summary>
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public bool IsValidAgainst(Target target, World world, Actor firedBy)
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{
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if (target.Type == TargetType.Actor)
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@@ -66,7 +66,7 @@ namespace OpenRA.GameRules
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// assumption has been removed from the yaml definitions
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public virtual bool CanTargetActor(ActorInfo victim, Actor firedBy) { return false; }
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///<summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
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/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
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public bool IsValidAgainst(Actor victim, Actor firedBy)
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{
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if (!CanTargetActor(victim.Info, firedBy))
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@@ -88,7 +88,7 @@ namespace OpenRA.GameRules
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return true;
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}
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///<summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
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/// <summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
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public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
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{
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if (!CanTargetActor(victim.Info, firedBy))
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