Remove unused stance code
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@@ -14,11 +14,6 @@ namespace OpenRA.Mods.RA.Widgets
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public char AttackMoveKey = 'a';
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public char StopKey = 's';
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public char HoldGroundKey = 'g'; // Hold (G)round
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public char DefensiveKey = 'd'; // (D)efensive
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public char AggressiveKey = 'a'; // (A)ggressive
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public char ReturnFireKey = 'r'; // (R)eturn Fire
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public char HoldFireKey = 'h'; // (h)old fire
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public readonly OrderManager OrderManager;
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[ObjectCreator.UseCtor]
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@@ -52,56 +47,10 @@ namespace OpenRA.Mods.RA.Widgets
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if (e.KeyChar == StopKey)
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return PerformStop();
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}
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/* // command: GuardStance
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if (e.KeyChar == HoldGroundKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
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{
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return EnableStance<UnitStanceHoldGround>();
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}
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// command: AggressiveStance
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if (e.KeyChar == AggressiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
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{
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return EnableStance<UnitStanceAggressive>();
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}
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// stance: Return Fire
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// description: Fires only when fired upon, stops firing if no longer under attack
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if (e.KeyChar == ReturnFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
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{
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return EnableStance<UnitStanceReturnFire>();
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}
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// stance: Hold Fire
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// description: Prevents attacking (ie no autotarget is being done)
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if (e.KeyChar == HoldFireKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
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{
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return EnableStance<UnitStanceHoldFire>();
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}
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// stance: Defensive
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if (e.KeyChar == DefensiveKey && (e.Modifiers.HasModifier(Modifiers.Alt)))
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{
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return EnableStance<UnitStanceDefensive>();
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} */
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return false;
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}
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//bool EnableStance<T>() where T : UnitStance
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//{
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// if (World.Selection.Actors.Count() == 0)
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// return false;
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// var traits =
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// World.Selection.Actors.Where(a => !a.Destroyed && a.Owner == World.LocalPlayer && a.TraitOrDefault<T>() != null && !UnitStance.IsActive<T>(a)).
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// Select(a => new Pair<Actor, T>(a, a.TraitOrDefault<T>()) );
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// World.AddFrameEndTask(w => traits.Do(p => UnitStance.OrderStance(p.First, p.Second)));
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// return traits.Any();
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//}
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bool PerformAttackMove()
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{
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World.OrderGenerator = new GenericSelectTarget(World.Selection.Actors, "AttackMove",
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