Some more misc explicit interface implementations
'Fallout' from working on other things.
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@@ -83,7 +83,7 @@ namespace OpenRA.Mods.Cnc.Traits
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return true;
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}
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public void TickIdle(Actor self)
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void INotifyIdle.TickIdle(Actor self)
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{
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if (state == PopupState.Open && idleTicks++ > info.CloseDelay)
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{
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Traits
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self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null)));
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}
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public void Created(Actor self)
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void INotifyCreated.Created(Actor self)
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{
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if (Info.SearchOnCreation)
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self.QueueActivity(new FindResources(self));
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@@ -254,7 +254,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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public void TickIdle(Actor self)
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void INotifyIdle.TickIdle(Actor self)
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{
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// Should we be intelligent while idle?
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if (!idleSmart) return;
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@@ -107,7 +107,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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rb.SetDirty();
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}
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public void RemovedFromWorld(Actor self)
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void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
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{
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UpdateNeighbours(self);
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}
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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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: 0);
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
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@@ -106,7 +106,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent);
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}
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public void Tick(Actor self)
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void ITick.Tick(Actor self)
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{
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if (!dirty)
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return;
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