diff --git a/OpenRA.Mods.Common/AI/States/GroundStates.cs b/OpenRA.Mods.Common/AI/States/GroundStates.cs index a30906186d..52dedb093d 100644 --- a/OpenRA.Mods.Common/AI/States/GroundStates.cs +++ b/OpenRA.Mods.Common/AI/States/GroundStates.cs @@ -95,7 +95,7 @@ namespace OpenRA.Mods.Common.AI else { var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12)) - .Where(a1 => !a1.Disposed && !a1.IsDead); + .Where(a1 => !a1.IsDead); var enemynearby = enemies.Where(a1 => a1.Info.HasTraitInfo() && leader.Owner.Stances[a1.Owner] == Stance.Enemy); var target = enemynearby.ClosestTo(leader.CenterPosition); if (target != null) diff --git a/OpenRA.Mods.Common/Commands/DevCommands.cs b/OpenRA.Mods.Common/Commands/DevCommands.cs index b8d3e212a4..57f2ef709f 100644 --- a/OpenRA.Mods.Common/Commands/DevCommands.cs +++ b/OpenRA.Mods.Common/Commands/DevCommands.cs @@ -113,7 +113,7 @@ namespace OpenRA.Mods.Common.Commands foreach (var actor in world.Selection.Actors) { - if (actor.IsDead || actor.Disposed) + if (actor.IsDead) continue; var leveluporder = new Order("DevLevelUp", actor, false);