Move up Undamaged check in DamageState
A mere int comparison is obviously cheaper than a comparison between two multiplications, so pulling this above the checks of other damage states allows us to bail early for undamaged actors.
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@@ -88,6 +88,9 @@ namespace OpenRA.Mods.Common.Traits
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{
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get
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{
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if (hp == MaxHP)
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return DamageState.Undamaged;
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if (hp <= 0)
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return DamageState.Dead;
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@@ -100,9 +103,6 @@ namespace OpenRA.Mods.Common.Traits
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if (hp * 100L < MaxHP * 75L)
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return DamageState.Medium;
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if (hp == MaxHP)
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return DamageState.Undamaged;
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return DamageState.Light;
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}
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}
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