fix indents everywhere
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@@ -34,29 +34,29 @@ namespace OpenRA.Mods.RA.Air
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}
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else
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{
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// nowhere to land, pick something friendly and circle over it.
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// nowhere to land, pick something friendly and circle over it.
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// i'd prefer something we own
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var someBuilding = self.World.ActorsWithTrait<Building>()
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.Select( a => a.Actor )
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.FirstOrDefault(a => a.Owner == self.Owner);
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// i'd prefer something we own
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var someBuilding = self.World.ActorsWithTrait<Building>()
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.Select( a => a.Actor )
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.FirstOrDefault(a => a.Owner == self.Owner);
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// failing that, something unlikely to shoot at us
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if (someBuilding == null)
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someBuilding = self.World.ActorsWithTrait<Building>()
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.Select( a => a.Actor )
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.FirstOrDefault(a => self.Owner.Stances[a.Owner] == Stance.Ally);
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// failing that, something unlikely to shoot at us
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if (someBuilding == null)
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someBuilding = self.World.ActorsWithTrait<Building>()
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.Select( a => a.Actor )
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.FirstOrDefault(a => self.Owner.Stances[a.Owner] == Stance.Ally);
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if (someBuilding == null)
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{
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// ... going down the garden to eat worms ...
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self.QueueActivity(new FlyOffMap());
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self.QueueActivity(new RemoveSelf());
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return;
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}
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if (someBuilding == null)
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{
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// ... going down the garden to eat worms ...
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self.QueueActivity(new FlyOffMap());
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self.QueueActivity(new RemoveSelf());
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return;
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}
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self.QueueActivity(Fly.ToCell(someBuilding.Location));
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self.QueueActivity(new FlyCircle());
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self.QueueActivity(Fly.ToCell(someBuilding.Location));
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self.QueueActivity(new FlyCircle());
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}
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}
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}
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