Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work.
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@@ -37,13 +37,11 @@ namespace OpenRA.Mods.RA
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readonly List<int2> droppedAt = new List<int2>();
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int2 lz;
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Actor flare;
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bool waterDrop;
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public void SetLZ( int2 lz, Actor flare, bool waterDrop )
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public void SetLZ( int2 lz, Actor flare )
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{
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this.lz = lz;
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this.flare = flare;
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this.waterDrop = waterDrop;
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droppedAt.Clear();
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}
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@@ -79,7 +77,7 @@ namespace OpenRA.Mods.RA
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bool IsSuitableCell(Actor self, int2 p)
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{
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return self.World.IsPathableCell(p, waterDrop ? UnitMovementType.Float : UnitMovementType.Wheel);
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return self.traits.Get<Mobile>().CanEnterCell(p);
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}
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void FinishedDropping(Actor self)
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