Simplify names, remove unused usings, remove redundant casts.
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@@ -11,7 +11,6 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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@@ -11,7 +11,6 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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@@ -100,7 +99,7 @@ namespace OpenRA.Mods.Common.Effects
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{
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this.info = info;
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this.args = args;
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this.pos = args.Source;
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pos = args.Source;
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var world = args.SourceActor.World;
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@@ -29,11 +29,11 @@ namespace OpenRA.Mods.Common.Effects
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public FloatingText(WPos pos, Color color, string text, int duration)
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{
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this.font = Game.Renderer.Fonts["TinyBold"];
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font = Game.Renderer.Fonts["TinyBold"];
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this.pos = pos;
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this.color = color;
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this.text = text;
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this.remaining = duration;
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remaining = duration;
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}
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public void Tick(World world)
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@@ -68,10 +68,10 @@ namespace OpenRA.Mods.Common.Effects
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this.args = args;
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this.info = info;
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this.color = color;
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this.target = args.PassiveTarget;
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target = args.PassiveTarget;
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if (!string.IsNullOrEmpty(info.HitAnim))
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this.hitanim = new Animation(args.SourceActor.World, info.HitAnim);
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hitanim = new Animation(args.SourceActor.World, info.HitAnim);
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}
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public void Tick(World world)
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Effects
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this.firedBy = firedBy;
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this.weapon = weapon;
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this.delay = delay;
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this.turn = delay / 2;
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turn = delay / 2;
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this.flashType = flashType;
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var offset = new WVec(WDist.Zero, WDist.Zero, velocity * turn);
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