avoid unneccessary float calculations and conversions
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@@ -75,7 +75,7 @@ namespace OpenRA.Traits
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var oldState = this.DamageState;
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/* apply the damage modifiers, if we have any. */
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var modifier = (float)self.TraitsImplementing<IDamageModifier>()
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var modifier = self.TraitsImplementing<IDamageModifier>()
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.Concat(self.Owner.PlayerActor.TraitsImplementing<IDamageModifier>())
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.Select(t => t.GetDamageModifier(attacker, warhead)).Product();
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA.Activities
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var capturesInfo = self.Info.Traits.Get<CapturesInfo>();
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var health = target.Trait<Health>();
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int damage = (int)(0.25 * health.MaxHP);
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int damage = health.MaxHP / 4;
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// Need to be next to building, TODO: stop capture when going away
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var mobile = self.Trait<Mobile>();
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