.IsDead() includes the .Destroyed check
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@@ -479,7 +479,7 @@ namespace OpenRA.Mods.RA.AI
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{
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squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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s.units.RemoveAll(a => a.Destroyed || a.IsDead() || a.Owner != p);
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s.units.RemoveAll(a => a.IsDead() || a.Owner != p);
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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@@ -506,8 +506,8 @@ namespace OpenRA.Mods.RA.AI
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void AssignRolesToIdleUnits(Actor self)
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{
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CleanSquads();
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activeUnits.RemoveAll(a => a.Destroyed || a.IsDead() || a.Owner != p);
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unitsHangingAroundTheBase.RemoveAll(a => a.Destroyed || a.IsDead() || a.Owner != p);
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activeUnits.RemoveAll(a => a.IsDead() || a.Owner != p);
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unitsHangingAroundTheBase.RemoveAll(a => a.IsDead() || a.Owner != p);
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if (--rushTicks <= 0)
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{
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