Actor properties consistency improved
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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Cnc
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case State.Dock:
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ru.PlayCustomAnimation(self, "dock", () => {
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ru.PlayCustomAnimRepeating(self, "dock-loop");
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if (proc.IsInWorld && !proc.IsDead())
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if (proc.IsInWorld && !proc.IsDead)
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foreach (var nd in proc.TraitsImplementing<INotifyDocking>())
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nd.Docked(proc, self);
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state = State.Loop;
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@@ -63,12 +63,12 @@ namespace OpenRA.Mods.Cnc
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state = State.Wait;
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return this;
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case State.Loop:
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if (!proc.IsInWorld || proc.IsDead() || harv.TickUnload(self, proc))
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if (!proc.IsInWorld || proc.IsDead || harv.TickUnload(self, proc))
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state = State.Undock;
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return this;
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case State.Undock:
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ru.PlayCustomAnimBackwards(self, "dock", () => state = State.DragOut);
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if (proc.IsInWorld && !proc.IsDead())
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if (proc.IsInWorld && !proc.IsDead)
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foreach (var nd in proc.TraitsImplementing<INotifyDocking>())
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nd.Undocked(proc, self);
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state = State.Wait;
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.Cnc.Traits
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a.QueueActivity(new Land(Target.FromActor(self)));
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a.QueueActivity(new CallFunc(() =>
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{
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if (!self.IsInWorld || self.IsDead())
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if (!self.IsInWorld || self.IsDead)
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return;
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foreach (var cargo in self.TraitsImplementing<INotifyDelivery>())
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