Add readonly to structs
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Activities
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this.minRange = minRange;
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}
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public static void FlyTick(Actor self, Aircraft aircraft, WAngle desiredFacing, WDist desiredAltitude, WVec moveOverride, bool idleTurn = false)
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public static void FlyTick(Actor self, Aircraft aircraft, WAngle desiredFacing, WDist desiredAltitude, in WVec moveOverride, bool idleTurn = false)
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{
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var dat = self.World.Map.DistanceAboveTerrain(aircraft.CenterPosition);
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var move = aircraft.Info.CanSlide ? aircraft.FlyStep(desiredFacing) : aircraft.FlyStep(aircraft.Facing);
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@@ -46,10 +46,10 @@ namespace OpenRA.Mods.Common.Activities
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public Land(Actor self, in Target target, WDist landRange, WAngle? facing = null, Color? targetLineColor = null)
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: this(self, target, landRange, WVec.Zero, facing, targetLineColor: targetLineColor) { }
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public Land(Actor self, in Target target, WVec offset, WAngle? facing = null, Color? targetLineColor = null)
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public Land(Actor self, in Target target, in WVec offset, WAngle? facing = null, Color? targetLineColor = null)
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: this(self, target, WDist.Zero, offset, facing, targetLineColor: targetLineColor) { }
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public Land(Actor self, in Target target, WDist landRange, WVec offset, WAngle? facing = null, CPos[] clearCells = null, Color? targetLineColor = null)
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public Land(Actor self, in Target target, WDist landRange, in WVec offset, WAngle? facing = null, CPos[] clearCells = null, Color? targetLineColor = null)
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{
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aircraft = self.Trait<Aircraft>();
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this.target = target;
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Activities
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protected DockingState dockingState;
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public HarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, WVec dragOffset, int dragLength)
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public HarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, in WVec dragOffset, int dragLength)
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{
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dockingState = DockingState.Turn;
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Refinery = refinery;
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Activities
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readonly WithDockingAnimationInfo wda;
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protected bool dockAnimPlayed;
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public SpriteHarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, WVec dragOffset, int dragLength)
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public SpriteHarvesterDockSequence(Actor self, Actor refinery, WAngle dockAngle, bool isDragRequired, in WVec dragOffset, int dragLength)
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: base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength)
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{
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wsb = self.Trait<WithSpriteBody>();
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