Remove redundant Disposed checks
IsDead returns true if Disposed is true.
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@@ -95,7 +95,7 @@ namespace OpenRA.Mods.Common.AI
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else
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else
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{
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{
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
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var enemies = owner.World.FindActorsInCircle(leader.CenterPosition, WDist.FromCells(12))
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.Where(a1 => !a1.Disposed && !a1.IsDead);
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.Where(a1 => !a1.IsDead);
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var enemynearby = enemies.Where(a1 => a1.Info.HasTraitInfo<ITargetableInfo>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
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var enemynearby = enemies.Where(a1 => a1.Info.HasTraitInfo<ITargetableInfo>() && leader.Owner.Stances[a1.Owner] == Stance.Enemy);
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var target = enemynearby.ClosestTo(leader.CenterPosition);
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var target = enemynearby.ClosestTo(leader.CenterPosition);
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if (target != null)
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if (target != null)
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@@ -113,7 +113,7 @@ namespace OpenRA.Mods.Common.Commands
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foreach (var actor in world.Selection.Actors)
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foreach (var actor in world.Selection.Actors)
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{
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{
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if (actor.IsDead || actor.Disposed)
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if (actor.IsDead)
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continue;
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continue;
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var leveluporder = new Order("DevLevelUp", actor, false);
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var leveluporder = new Order("DevLevelUp", actor, false);
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