Fix IDE0090
This commit is contained in:
committed by
Pavel Penev
parent
164abfdae1
commit
8a285f9b19
@@ -23,7 +23,7 @@ namespace OpenRA.Mods.D2k.Traits
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public readonly int[] Falloff = { 100, 100, 25, 11, 6, 4, 3, 2, 1, 0 };
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[Desc("Range between falloff steps.")]
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public readonly WDist Spread = new WDist(3072);
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public readonly WDist Spread = new(3072);
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[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
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public readonly WDist[] Range = null;
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.D2k.Traits
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public class D2kActorPreviewPlaceBuildingPreviewInfo : ActorPreviewPlaceBuildingPreviewInfo
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{
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[Desc("Terrain types that should show the 'unsafe' footprint tile.")]
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public readonly HashSet<string> UnsafeTerrainTypes = new HashSet<string> { "Rock" };
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public readonly HashSet<string> UnsafeTerrainTypes = new() { "Rock" };
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[Desc("Only check for 'unsafe' footprint tiles when you have these prerequisites.")]
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public readonly string[] RequiresPrerequisites = Array.Empty<string>();
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.D2k.Traits
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public readonly string ResourceType = "Spice";
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[Desc("Spice blooms only grow on these terrain types.")]
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public readonly HashSet<string> GrowthTerrainTypes = new HashSet<string>();
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public readonly HashSet<string> GrowthTerrainTypes = new();
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[Desc("The weapon to use for spice creation.")]
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[WeaponReference]
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.D2k.Traits
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public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender, IRadarTerrainLayer, INotifyActorDisposing
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{
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readonly BuildableTerrainLayerInfo info;
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readonly Dictionary<CPos, TerrainTile?> dirty = new Dictionary<CPos, TerrainTile?>();
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readonly Dictionary<CPos, TerrainTile?> dirty = new();
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readonly ITiledTerrainRenderer terrainRenderer;
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readonly World world;
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readonly CellLayer<int> strength;
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.D2k.Traits
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All = 0xFF
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}
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public static readonly Dictionary<ClearSides, int> SpriteMap = new Dictionary<ClearSides, int>()
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public static readonly Dictionary<ClearSides, int> SpriteMap = new()
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{
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{ ClearSides.Left | ClearSides.Top | ClearSides.TopLeft | ClearSides.TopRight | ClearSides.BottomLeft | ClearSides.BottomRight, 2 },
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{ ClearSides.Top | ClearSides.Right | ClearSides.TopLeft | ClearSides.TopRight | ClearSides.BottomLeft | ClearSides.BottomRight, 3 },
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