Fix Cloak style nits.
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@@ -19,13 +19,14 @@ namespace OpenRA.Mods.RA
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{
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public class CloakInfo : ITraitInfo
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{
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public int InitialDelay = 10; // Ticks
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public int CloakDelay = 30; // Ticks
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public string CloakSound = "subshow1.aud";
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public string UncloakSound = "subshow1.aud";
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public readonly string Palette = "cloak";
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public readonly int InitialDelay = 10; // Ticks
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public readonly int CloakDelay = 30; // Ticks
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public readonly bool UncloakOnMove = false;
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public readonly string CloakSound = "subshow1.aud";
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public readonly string UncloakSound = "subshow1.aud";
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public readonly string Palette = "cloak";
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public object Create(ActorInitializer init) { return new Cloak(init.self, this); }
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}
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@@ -62,8 +63,9 @@ namespace OpenRA.Mods.RA
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public void DamageStateChanged(Actor self, AttackInfo e)
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{
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canCloak = (e.DamageState < DamageState.Critical);
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if (!canCloak) Uncloak();
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canCloak = e.DamageState < DamageState.Critical;
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if (!canCloak)
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Uncloak();
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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@@ -98,9 +100,9 @@ namespace OpenRA.Mods.RA
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}
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}
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public bool IsVisible(Actor self, Player byPlayer)
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public bool IsVisible(Actor self, Player viewer)
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{
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if (!Cloaked || self.Owner.IsAlliedWith(byPlayer))
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if (!Cloaked || self.Owner.IsAlliedWith(viewer))
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return true;
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// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb
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