Ignore spies if they are disguised in Allies 03
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@@ -171,7 +171,11 @@ namespace OpenRA.Mods.RA.Missions
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void ManageSovietAircraft()
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void ManageSovietAircraft()
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{
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{
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var enemies = world.Actors.Where(u => (u.Owner == allies1 || u.Owner == allies2) && ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
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var enemies = world.Actors
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.Where(u => (u.Owner == allies1 || u.Owner == allies2)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead()
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&& (!u.HasTrait<Spy>() || !u.Trait<Spy>().Disguised || (u.Trait<Spy>().Disguised && u.Trait<Spy>().disguisedAsPlayer != soviets)));
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foreach (var aircraft in SovietAircraft())
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foreach (var aircraft in SovietAircraft())
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{
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{
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var plane = aircraft.Trait<Plane>();
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var plane = aircraft.Trait<Plane>();
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@@ -263,8 +267,10 @@ namespace OpenRA.Mods.RA.Missions
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void AttackNearestAlliedActor(Actor self)
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void AttackNearestAlliedActor(Actor self)
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{
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{
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var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == allies1 || u.Owner == allies2)
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var enemies = world.Actors
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()));
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.Where(u => (u.Owner == allies1 || u.Owner == allies2)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead()
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&& (!u.HasTrait<Spy>() || !u.Trait<Spy>().Disguised || (u.Trait<Spy>().Disguised && u.Trait<Spy>().disguisedAsPlayer != soviets)));
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var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstUnshroudedOrDefault(world, 10);
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var enemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstUnshroudedOrDefault(world, 10);
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if (enemy != null)
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if (enemy != null)
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{
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{
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