let the cruiser jump in earlier and nearer to friendly harbor
fixes #3126
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@@ -44,12 +44,12 @@ namespace OpenRA.Mods.RA
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Game.MoveViewport(loc);
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Game.MoveViewport(loc);
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if (ticks == 250)
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if (ticks == 50)
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{
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{
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Scripting.RASpecialPowers.Chronoshift(self.World, new List<Pair<Actor, CPos>>()
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Scripting.RASpecialPowers.Chronoshift(self.World, new List<Pair<Actor, CPos>>()
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{
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{
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Pair.New(Actors["ca1"], new CPos(90, 70)),
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Pair.New(Actors["ca1"], new CPos(96, 70)),
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Pair.New(Actors["ca2"], new CPos(92, 71))
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Pair.New(Actors["ca2"], new CPos(98, 72))
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}, Actors["pdox"], -1, false);
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}, Actors["pdox"], -1, false);
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}
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}
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@@ -26,7 +26,7 @@ namespace OpenRA.Scripting
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var targetCell = kv.Second;
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var targetCell = kv.Second;
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var cs = target.Trait<Chronoshiftable>();
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var cs = target.Trait<Chronoshiftable>();
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if (chronosphere.Owner.Shroud.IsExplored(targetCell) && cs.CanChronoshiftTo(target, targetCell))
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if (chronosphere.Owner.Shroud.IsExplored(targetCell) && cs.CanChronoshiftTo(target, targetCell))
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cs.Teleport(target, targetCell, duration, killCargo,chronosphere);
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cs.Teleport(target, targetCell, duration, killCargo, chronosphere);
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}
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}
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}
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}
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}
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}
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