Rename IState interface method names.
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@@ -16,16 +16,16 @@ namespace OpenRA.Mods.RA.AI
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{
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class UnitsForProtectionIdleState : GroundStateBase, IState
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{
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public void Enter(Squad owner) { }
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public void Execute(Squad owner) { owner.fsm.ChangeState(owner, new UnitsForProtectionAttackState(), true); }
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public void Exit(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Tick(Squad owner) { owner.fsm.ChangeState(owner, new UnitsForProtectionAttackState(), true); }
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public void Deactivate(Squad owner) { }
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}
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class UnitsForProtectionAttackState : GroundStateBase, IState
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{
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public void Enter(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Execute(Squad owner)
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public void Tick(Squad owner)
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{
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if (owner.IsEmpty) return;
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if (!owner.TargetIsValid)
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@@ -44,14 +44,14 @@ namespace OpenRA.Mods.RA.AI
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owner.world.IssueOrder(new Order("AttackMove", a, false) { TargetLocation = owner.Target.Location });
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}
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public void Exit(Squad owner) { }
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public void Deactivate(Squad owner) { }
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}
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class UnitsForProtectionFleeState : GroundStateBase, IState
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{
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public void Enter(Squad owner) { }
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public void Activate(Squad owner) { }
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public void Execute(Squad owner)
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public void Tick(Squad owner)
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{
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if (owner.IsEmpty) return;
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@@ -59,6 +59,6 @@ namespace OpenRA.Mods.RA.AI
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owner.fsm.ChangeState(owner, new UnitsForProtectionIdleState(), true);
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}
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public void Exit(Squad owner) { owner.units.Clear(); }
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public void Deactivate(Squad owner) { owner.units.Clear(); }
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}
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}
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