General uncontroversial cleanup:
- Made private methods static where possible (runtime can elide checking the object for null). - Declared attribute classes as sealed (allows reflection on attributes to complete faster). - Moved some static cctor's into field initializers (static cctor's are slower than static field initializers). - Made classes static if they contained only static methods (can't create instances of useless objects). - Use inferable Exts.Lazy and not new Lazy<T>(). - Added required STAThread attribute to CrashDialog. - Removed unused parameters in private methods. - Added Serializable attribute to exceptions. - Added parameter name in calls to ArgumentNullException. - Use of as operator instead of is + cast. - Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences. - Removed unused method in NullShader.
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@@ -54,12 +54,12 @@ namespace OpenRA.Mods.RA
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foreach (var target in UnitsInRange(order.TargetLocation)
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.Where(a => a.Owner.Stances[self.Owner] == Stance.Ally))
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target.Trait<IronCurtainable>().Activate(target, (Info as IronCurtainPowerInfo).Duration * 25);
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target.Trait<IronCurtainable>().Activate(target, ((IronCurtainPowerInfo)Info).Duration * 25);
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}
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public IEnumerable<Actor> UnitsInRange(CPos xy)
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{
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int range = (Info as IronCurtainPowerInfo).Range;
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int range = ((IronCurtainPowerInfo)Info).Range;
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var tiles = self.World.FindTilesInCircle(xy, range);
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var units = new List<Actor>();
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foreach (var t in tiles)
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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.RA
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this.manager = manager;
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this.order = order;
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this.power = power;
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this.range = (power.Info as IronCurtainPowerInfo).Range;
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this.range = ((IronCurtainPowerInfo)power.Info).Range;
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tile = world.Map.SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
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}
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