.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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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.RA.Effects
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world.AddFrameEndTask(w => w.Remove(this));
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show = false;
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if (!self.IsInWorld || self.Destroyed || self.IsDead() || self.World.RenderPlayer == null)
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if (!self.IsInWorld || self.IsDead() || self.World.RenderPlayer == null)
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return;
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var gps = watcher[self.World.RenderPlayer];
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.RA.Effects
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public void Tick( World world )
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{
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if (a.Destroyed || a.IsDead() || b.GetDamageModifier(null, null) > 0)
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if (a.IsDead() || b.GetDamageModifier(null, null) > 0)
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world.AddFrameEndTask(w => w.Remove(this));
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}
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