Actor properties consistency improved
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@@ -475,7 +475,7 @@ namespace OpenRA.Mods.RA.AI
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List<Actor> FindEnemyConstructionYards()
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{
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return world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.IsDead()
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return world.Actors.Where(a => p.Stances[a.Owner] == Stance.Enemy && !a.IsDead
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&& a.HasTrait<BaseBuilding>() && !a.HasTrait<Mobile>()).ToList();
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}
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@@ -483,7 +483,7 @@ namespace OpenRA.Mods.RA.AI
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{
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squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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s.units.RemoveAll(a => a.IsDead() || a.Owner != p);
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s.units.RemoveAll(a => a.IsDead || a.Owner != p);
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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@@ -506,8 +506,8 @@ namespace OpenRA.Mods.RA.AI
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void AssignRolesToIdleUnits(Actor self)
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{
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CleanSquads();
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activeUnits.RemoveAll(a => a.IsDead() || a.Owner != p);
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unitsHangingAroundTheBase.RemoveAll(a => a.IsDead() || a.Owner != p);
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activeUnits.RemoveAll(a => a.IsDead || a.Owner != p);
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unitsHangingAroundTheBase.RemoveAll(a => a.IsDead || a.Owner != p);
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if (--rushTicks <= 0)
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{
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