Remove unused code in Move.
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@@ -96,38 +96,6 @@ namespace OpenRA.Mods.Common.Activities
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this.targetLineColor = targetLineColor;
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}
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public Move(Actor self, CPos destination, SubCell subCell, WDist nearEnough, Color? targetLineColor = null)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here, we can save some performance by avoiding querying for the trait.
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mobile = (Mobile)self.OccupiesSpace;
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getPath = check => mobile.Pathfinder.FindUnitPathToRange(
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mobile.FromCell, subCell, self.World.Map.CenterOfSubCell(destination, subCell), nearEnough, self, check);
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this.destination = destination;
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this.nearEnough = nearEnough;
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this.targetLineColor = targetLineColor;
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}
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public Move(Actor self, Target target, WDist range, Color? targetLineColor = null)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here, we can save some performance by avoiding querying for the trait.
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mobile = (Mobile)self.OccupiesSpace;
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getPath = check =>
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{
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if (!target.IsValidFor(self))
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return NoPath;
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return mobile.Pathfinder.FindUnitPathToRange(
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mobile.ToCell, mobile.ToSubCell, target.CenterPosition, range, self, check);
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};
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destination = null;
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nearEnough = range;
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this.targetLineColor = targetLineColor;
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}
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public Move(Actor self, Func<BlockedByActor, List<CPos>> getPath, Color? targetLineColor = null)
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{
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// PERF: Because we can be sure that OccupiesSpace is Mobile here, we can save some performance by avoiding querying for the trait.
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@@ -140,16 +108,6 @@ namespace OpenRA.Mods.Common.Activities
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this.targetLineColor = targetLineColor;
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}
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static int HashList<T>(List<T> xs)
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{
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var hash = 0;
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var n = 0;
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foreach (var x in xs)
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hash += n++ * x.GetHashCode();
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return hash;
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}
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List<CPos> EvalPath(BlockedByActor check)
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{
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var path = getPath(check).TakeWhile(a => a != mobile.ToCell).ToList();
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