Actor properties consistency improved
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@@ -98,7 +98,7 @@ namespace OpenRA.Traits
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foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
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nd.DamageStateChanged(self, ai);
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if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead())
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if (Info.NotifyAppliedDamage && repairer != null && repairer.IsInWorld && !repairer.IsDead)
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foreach (var nd in repairer.TraitsImplementing<INotifyAppliedDamage>()
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.Concat(repairer.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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nd.AppliedDamage(repairer, self, ai);
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@@ -141,7 +141,7 @@ namespace OpenRA.Traits
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foreach (var nd in self.TraitsImplementing<INotifyDamageStateChanged>())
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nd.DamageStateChanged(self, ai);
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if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead())
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if (Info.NotifyAppliedDamage && attacker != null && attacker.IsInWorld && !attacker.IsDead)
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foreach (var nd in attacker.TraitsImplementing<INotifyAppliedDamage>()
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.Concat(attacker.Owner.PlayerActor.TraitsImplementing<INotifyAppliedDamage>()))
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nd.AppliedDamage(attacker, self, ai);
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