Renormalize line endings and fix copyright headers again.
This commit is contained in:
@@ -1,46 +1,56 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class StrategicPointInfo : ITraitInfo
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{
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public readonly bool Critical = false;
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public object Create(ActorInitializer init) { return new StrategicPoint(init.self, this); }
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}
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public class StrategicPoint : INotifyCapture, ITick, ISync
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{
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[Sync] public Actor Self;
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[Sync] public bool Critical;
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[Sync] public Player OriginalOwner;
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[Sync] public int TicksOwned = 0;
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public StrategicPointInfo Info;
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public StrategicPoint(Actor self, StrategicPointInfo info)
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{
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Self = self;
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Info = info;
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OriginalOwner = self.Owner;
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Critical = info.Critical;
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}
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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TicksOwned = 0;
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}
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public void Tick(Actor self)
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{
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if (OriginalOwner == self.Owner || self.Owner.WinState != WinState.Undefined) return;
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TicksOwned++;
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}
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}
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}
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class StrategicPointInfo : ITraitInfo
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{
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public readonly bool Critical = false;
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public object Create(ActorInitializer init) { return new StrategicPoint(init.self, this); }
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}
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public class StrategicPoint : INotifyCapture, ITick, ISync
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{
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[Sync] public Actor Self;
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[Sync] public bool Critical;
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[Sync] public Player OriginalOwner;
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[Sync] public int TicksOwned = 0;
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public StrategicPointInfo Info;
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public StrategicPoint(Actor self, StrategicPointInfo info)
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{
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Self = self;
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Info = info;
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OriginalOwner = self.Owner;
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Critical = info.Critical;
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}
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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TicksOwned = 0;
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}
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public void Tick(Actor self)
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{
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if (OriginalOwner == self.Owner || self.Owner.WinState != WinState.Undefined) return;
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TicksOwned++;
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}
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}
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}
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