Apply consistent formatting to PBOG (no code changes).
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@@ -41,7 +41,7 @@ namespace OpenRA.Mods.RA.Orders
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if (mi.Button == MouseButton.Right)
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world.CancelInputMode();
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var ret = InnerOrder( world, xy, mi ).ToList();
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var ret = InnerOrder(world, xy, mi).ToList();
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if (ret.Count > 0)
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world.CancelInputMode();
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@@ -52,26 +52,26 @@ namespace OpenRA.Mods.RA.Orders
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{
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if (mi.Button == MouseButton.Left)
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{
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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var topLeft = xy - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
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if (!world.CanPlaceBuilding(Building, BuildingInfo, topLeft, null)
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|| !BuildingInfo.IsCloseEnoughToBase(world, Producer.Owner, Building, topLeft))
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{
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Sound.PlayNotification(Producer.Owner, "Speech", "BuildingCannotPlaceAudio", Producer.Owner.Country.Race);
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yield break;
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}
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var isLineBuild = Rules.Info[ Building ].Traits.Contains<LineBuildInfo>();
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var isLineBuild = Rules.Info[Building].Traits.Contains<LineBuildInfo>();
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yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding",
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Producer.Owner.PlayerActor, false) { TargetLocation = topLeft, TargetString = Building };
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}
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}
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public void Tick( World world ) {}
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public void RenderAfterWorld( WorldRenderer wr, World world ) {}
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public void RenderBeforeWorld( WorldRenderer wr, World world )
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public void Tick(World world) {}
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public void RenderAfterWorld(WorldRenderer wr, World world) {}
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public void RenderBeforeWorld(WorldRenderer wr, World world)
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{
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos);
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var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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var topLeft = position - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
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var actorInfo = Rules.Info[Building];
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foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
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@@ -82,8 +82,8 @@ namespace OpenRA.Mods.RA.Orders
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[Building].Traits.Contains<LineBuildInfo>())
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{
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foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ) )
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cells.Add( t, BuildingInfo.IsCloseEnoughToBase( world, world.LocalPlayer, Building, t ) );
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foreach (var t in BuildingUtils.GetLineBuildCells(world, topLeft, Building, BuildingInfo))
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cells.Add(t, BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, t));
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}
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else
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{
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@@ -105,11 +105,11 @@ namespace OpenRA.Mods.RA.Orders
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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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foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))
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cells.Add( t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo) && res.GetResource(t) == null );
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cells.Add(t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo) && res.GetResource(t) == null);
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}
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foreach( var c in cells )
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( c.Value ? buildOk : buildBlocked ).DrawAt(wr, c.Key.ToPPos().ToFloat2(), "terrain" );
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foreach (var c in cells)
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(c.Value ? buildOk : buildBlocked).DrawAt(wr, c.Key.ToPPos().ToFloat2(), "terrain");
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}
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public string GetCursor(World world, CPos xy, MouseInput mi) { return "default"; }
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