fix indents everywhere
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@@ -16,7 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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public class DeployOrderTargeter : IOrderTargeter
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public class DeployOrderTargeter : IOrderTargeter
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{
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readonly Func<bool> useDeployCursor;
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@@ -92,8 +92,8 @@ namespace OpenRA.Mods.RA.Orders
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{
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foreach (var r in Preview)
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r.Sprite.DrawAt(Game.CellSize*topLeft + r.Pos,
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wr.GetPaletteIndex(r.Palette),
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r.Scale*r.Sprite.size);
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wr.GetPaletteIndex(r.Palette),
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r.Scale*r.Sprite.size);
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA.Orders
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{
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var underCursor = world.FindUnitsAtMouse(mi.Location)
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.Where(a => a.Owner == world.LocalPlayer
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&& a.HasTrait<Sellable>()).FirstOrDefault();
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&& a.HasTrait<Sellable>()).FirstOrDefault();
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if (underCursor != null)
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yield return new Order("Sell", underCursor, false);
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@@ -14,7 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Orders
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{
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public class UnitOrderTargeter : IOrderTargeter
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public class UnitOrderTargeter : IOrderTargeter
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{
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readonly string cursor;
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readonly bool targetEnemyUnits, targetAllyUnits;
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.RA.Orders
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public virtual bool IsQueued { get; protected set; }
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}
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public class UnitTraitOrderTargeter<T> : UnitOrderTargeter
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public class UnitTraitOrderTargeter<T> : UnitOrderTargeter
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{
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public UnitTraitOrderTargeter( string order, int priority, string cursor, bool targetEnemyUnits, bool targetAllyUnits )
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: base( order, priority, cursor, targetEnemyUnits, targetAllyUnits )
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