StyleCop clean Cnc DLL
This commit is contained in:
@@ -15,25 +15,25 @@ using OpenRA.FileFormats;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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using OpenRA.Scripting;
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namespace OpenRA.Mods.Cnc.Missions
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{
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class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
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class Gdi01Script: IWorldLoaded, ITick
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class Gdi01Script : IWorldLoaded, ITick
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{
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Dictionary<string, Actor> Actors;
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Dictionary<string, Player> Players;
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Dictionary<string, Actor> actors;
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Dictionary<string, Player> players;
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public void WorldLoaded(World w)
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{
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Players = w.Players.ToDictionary(p => p.InternalName);
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Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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players = w.Players.ToDictionary(p => p.InternalName);
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actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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var b = w.Map.Bounds;
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Game.MoveViewport(new CPos(b.Left + b.Width/2, b.Top + b.Height/2).ToFloat2());
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Game.MoveViewport(new CPos(b.Left + b.Width / 2, b.Top + b.Height / 2).ToFloat2());
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Action afterFMV = () =>
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{
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@@ -48,10 +48,10 @@ namespace OpenRA.Mods.Cnc.Missions
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{
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Action afterFMV = () =>
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{
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Players["GoodGuy"].WinState = WinState.Won;
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players["GoodGuy"].WinState = WinState.Won;
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started = false;
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Sound.StopMusic();
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Sound.PlayToPlayer(Players["GoodGuy"], "accom1.aud");
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Sound.PlayToPlayer(players["GoodGuy"], "accom1.aud");
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
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}
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@@ -60,10 +60,10 @@ namespace OpenRA.Mods.Cnc.Missions
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{
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Action afterFMV = () =>
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{
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Players["GoodGuy"].WinState = WinState.Lost;
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players["GoodGuy"].WinState = WinState.Lost;
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started = false;
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Sound.StopMusic();
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Sound.PlayToPlayer(Players["GoodGuy"], "fail1.aud");
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Sound.PlayToPlayer(players["GoodGuy"], "fail1.aud");
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};
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Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
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}
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@@ -82,27 +82,29 @@ namespace OpenRA.Mods.Cnc.Missions
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SetGunboatPath();
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self.World.AddFrameEndTask(w =>
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{
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//Initial Nod reinforcements
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foreach (var i in new[]{ "e1", "e1" })
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// Initial Nod reinforcements
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foreach (var i in new[] { "e1", "e1" })
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{
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var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit(Players["BadGuy"]),
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new OwnerInit(players["BadGuy"]),
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new FacingInit(0),
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new LocationInit(Actors["nod0"].Location),
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new LocationInit(actors["nod0"].Location),
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});
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var mobile = a.Trait<Mobile>();
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a.QueueActivity(mobile.MoveTo(Actors["nod1"].Location, 2 ));
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a.QueueActivity(mobile.MoveTo(Actors["nod2"].Location, 2 ));
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a.QueueActivity(mobile.MoveTo(Actors["nod3"].Location, 2 ));
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a.QueueActivity(mobile.MoveTo(actors["nod1"].Location, 2));
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a.QueueActivity(mobile.MoveTo(actors["nod2"].Location, 2));
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a.QueueActivity(mobile.MoveTo(actors["nod3"].Location, 2));
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// TODO: Queue hunt order
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}
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});
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}
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// GoodGuy win conditions
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// BadGuy is dead
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var badcount = self.World.Actors.Count(a => a != a.Owner.PlayerActor &&
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a.Owner == Players["BadGuy"] && !a.IsDead());
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a.Owner == players["BadGuy"] && !a.IsDead());
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if (badcount != lastBadCount)
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{
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Game.Debug("{0} badguys remain".F(badcount));
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@@ -112,51 +114,51 @@ namespace OpenRA.Mods.Cnc.Missions
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OnVictory(self.World);
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}
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//GoodGuy lose conditions: MCV/cyard must survive
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// GoodGuy lose conditions: MCV/cyard must survive
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var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
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.Any( a => a.Actor.Owner == Players["GoodGuy"] );
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.Any(a => a.Actor.Owner == players["GoodGuy"]);
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if (!hasAnything)
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OnLose(self.World);
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// GoodGuy reinforcements
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if (ticks == 25*5)
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if (ticks == 25 * 5)
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{
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ReinforceFromSea(self.World,
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Actors["lstStart"].Location,
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Actors["lstEnd"].Location,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] {"e1","e1","e1"},
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Players["GoodGuy"]);
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new string[] { "e1", "e1", "e1" },
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players["GoodGuy"]);
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}
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if (ticks == 25*15)
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if (ticks == 25 * 15)
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{
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ReinforceFromSea(self.World,
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Actors["lstStart"].Location,
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Actors["lstEnd"].Location,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] {"e1","e1","e1"},
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Players["GoodGuy"]);
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new string[] { "e1", "e1", "e1" },
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players["GoodGuy"]);
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}
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if (ticks == 25*30)
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if (ticks == 25 * 30)
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{
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ReinforceFromSea(self.World,
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Actors["lstStart"].Location,
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Actors["lstEnd"].Location,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] {"jeep"},
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Players["GoodGuy"]);
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new string[] { "jeep" },
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players["GoodGuy"]);
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}
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if (ticks == 25*60)
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if (ticks == 25 * 60)
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{
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ReinforceFromSea(self.World,
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Actors["lstStart"].Location,
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Actors["lstEnd"].Location,
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actors["lstStart"].Location,
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actors["lstEnd"].Location,
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new CPos(53, 53),
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new string[] {"jeep"},
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Players["GoodGuy"]);
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new string[] { "jeep" },
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players["GoodGuy"]);
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}
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ticks++;
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@@ -164,11 +166,11 @@ namespace OpenRA.Mods.Cnc.Missions
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void SetGunboatPath()
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{
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var self = Actors[ "Gunboat" ];
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var self = actors["Gunboat"];
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var mobile = self.Trait<Mobile>();
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self.Trait<AutoTarget>().stance = UnitStance.AttackAnything; //TODO: this is ignored
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self.QueueActivity(mobile.ScriptedMove(Actors["gunboatLeft"].Location));
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self.QueueActivity(mobile.ScriptedMove(Actors["gunboatRight"].Location));
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self.Trait<AutoTarget>().stance = UnitStance.AttackAnything; // TODO: this is ignored
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self.QueueActivity(mobile.ScriptedMove(actors["gunboatLeft"].Location));
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self.QueueActivity(mobile.ScriptedMove(actors["gunboatRight"].Location));
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self.QueueActivity(new CallFunc(() => SetGunboatPath()));
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}
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@@ -176,13 +178,13 @@ namespace OpenRA.Mods.Cnc.Missions
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{
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world.AddFrameEndTask(w =>
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{
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Sound.PlayToPlayer(w.LocalPlayer,"reinfor1.aud");
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Sound.PlayToPlayer(w.LocalPlayer, "reinfor1.aud");
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var a = w.CreateActor("lst", new TypeDictionary
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{
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new LocationInit( startPos ),
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new OwnerInit( player ),
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new FacingInit( 0 ),
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new LocationInit(startPos),
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new OwnerInit(player),
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new FacingInit(0),
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});
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var mobile = a.Trait<Mobile>();
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@@ -190,8 +192,8 @@ namespace OpenRA.Mods.Cnc.Missions
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foreach (var i in items)
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cargo.Load(a, world.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit( player ),
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new FacingInit( 0 ),
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new OwnerInit(player),
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new FacingInit(0),
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}));
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a.CancelActivity();
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