strip some redundancy from UnitOrders, but it still sucks; fix nudges breaking everything
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@@ -25,7 +25,7 @@ namespace OpenRA.Network
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var client = Game.LobbyInfo.Clients.FirstOrDefault(c => c.Index == clientId);
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if (client != null)
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{
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var player = Game.world.players.Values.FirstOrDefault(p => p.Index == client.Index);
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var player = world.players.Values.FirstOrDefault(p => p.Index == client.Index);
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if (player != null && player.WinState == WinState.Lost)
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Game.AddChatLine(client.Color1, client.Name + " (Dead)", order.TargetString);
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else
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@@ -38,9 +38,9 @@ namespace OpenRA.Network
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var client = Game.LobbyInfo.Clients.FirstOrDefault(c => c.Index == clientId);
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if (client != null)
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{
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var player = Game.world.players.Values.FirstOrDefault(p => p.Index == client.Index);
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var player = world.players.Values.FirstOrDefault(p => p.Index == client.Index);
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var display = (world.GameHasStarted) ?
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player != null && (Game.world.LocalPlayer != null && player.Stances[Game.world.LocalPlayer] == Stance.Ally
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player != null && (world.LocalPlayer != null && player.Stances[world.LocalPlayer] == Stance.Ally
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|| player.WinState == WinState.Lost) :
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client == Game.LocalClient || (client.Team == Game.LocalClient.Team && client.Team != 0);
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@@ -251,8 +251,8 @@ namespace OpenRA.Traits
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return; /* don't allow ourselves to be pushed around
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* by the enemy! */
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if (self.GetCurrentActivity() is Move)
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return; /* we're *already* moving; nudging isn't going to help */
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if (!self.IsIdle)
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return; /* don't nudge if we're busy doing something! */
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// pick an adjacent available cell.
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var availCells = new List<int2>();
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