avoid an unneeded loop
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@@ -22,22 +22,24 @@ namespace OpenRA.Mods.Common.Lint
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var players = new MapPlayers(map.PlayerDefinitions).Players;
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var players = new MapPlayers(map.PlayerDefinitions).Players;
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var playerNames = players.Values.Select(p => p.Name);
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var playerNames = players.Values.Select(p => p.Name);
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foreach (var player in players)
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foreach (var player in players.Values)
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foreach (var ally in player.Value.Allies)
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{
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foreach (var ally in player.Allies)
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if (!playerNames.Contains(ally))
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if (!playerNames.Contains(ally))
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emitError("Allies contains player {0} that is not in list.".F(ally));
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emitError("Allies contains player {0} that is not in list.".F(ally));
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foreach (var player in players)
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foreach (var enemy in player.Enemies)
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foreach (var enemy in player.Value.Enemies)
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if (!playerNames.Contains(enemy))
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if (!playerNames.Contains(enemy))
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emitError("Enemies contains player {0} that is not in list.".F(enemy));
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emitError("Enemies contains player {0} that is not in list.".F(enemy));
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}
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var worldActor = map.Rules.Actors["world"];
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var worldActor = map.Rules.Actors["world"];
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var races = worldActor.Traits.WithInterface<CountryInfo>().Select(c => c.Race);
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var races = worldActor.Traits.WithInterface<CountryInfo>().Select(c => c.Race);
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foreach (var player in players)
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foreach (var player in players.Values)
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if (!string.IsNullOrWhiteSpace(player.Value.Race) && player.Value.Race != "Random" && !races.Contains(player.Value.Race))
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if (!string.IsNullOrWhiteSpace(player.Race) && player.Race != "Random" && !races.Contains(player.Race))
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emitError("Invalid race {0} chosen for player {1}.".F(player.Value.Race, player.Value.Name));
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emitError("Invalid race {0} chosen for player {1}.".F(player.Race, player.Name));
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if (worldActor.Traits.Contains<MPStartLocationsInfo>())
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if (worldActor.Traits.Contains<MPStartLocationsInfo>())
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{
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{
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