Actor properties consistency improved
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@@ -64,7 +64,7 @@ namespace OpenRA.Mods.RA
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var target = FriendlyGuardableUnits(world, mi).FirstOrDefault();
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if (target == null || subjects.All(s => s.IsDead()))
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if (target == null || subjects.All(s => s.IsDead))
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yield break;
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foreach (var subject in subjects)
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@@ -74,7 +74,7 @@ namespace OpenRA.Mods.RA
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public void Tick(World world)
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{
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if (subjects.All(s => s.IsDead() || !s.HasTrait<Guard>()))
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if (subjects.All(s => s.IsDead || !s.HasTrait<Guard>()))
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world.CancelInputMode();
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}
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@@ -96,7 +96,7 @@ namespace OpenRA.Mods.RA
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static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
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{
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return world.ScreenMap.ActorsAt(mi)
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.Where(a => !world.FogObscures(a) && !a.IsDead() &&
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.Where(a => !world.FogObscures(a) && !a.IsDead &&
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a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) &&
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a.HasTrait<Guardable>());
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}
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