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@@ -106,11 +106,7 @@ namespace Gaming |
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gameMap.AddNumOfRepairedGenerators(); |
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if (generatorForFix.DegreeOfRepair == GameData.degreeOfFixedGenerator) |
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{ |
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lock (player.ActionLock) |
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{ |
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if (stateNum == player.StateNum) |
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player.SetPlayerState(RunningStateType.Null); |
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} |
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player.ResetPlayerState(stateNum); |
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return false; |
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} |
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return true; |
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@@ -211,11 +207,7 @@ namespace Gaming |
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long stateNum = player.SetPlayerState(RunningStateType.Waiting, PlayerStateType.Treating); |
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if (stateNum == -1) |
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{ |
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lock (playerTreated.ActionLock) |
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{ |
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if (playerTreated.StateNum == stateNumTreated) |
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player.SetPlayerStateNaturally(); |
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} |
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playerTreated.ResetPlayerState(stateNumTreated); |
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return false; |
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} |
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@@ -227,11 +219,7 @@ namespace Gaming |
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if (!player.StartThread(stateNum, RunningStateType.RunningActively)) |
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{ |
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player.ThreadNum.Release(); |
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lock (playerTreated.ActionLock) |
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{ |
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if (playerTreated.StateNum == stateNumTreated) |
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playerTreated.SetPlayerStateNaturally(); |
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} |
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playerTreated.ResetPlayerState(stateNumTreated); |
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return; |
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} |
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@@ -239,11 +227,7 @@ namespace Gaming |
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if (!playerTreated.StartThread(stateNum, RunningStateType.RunningActively)) |
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{ |
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playerTreated.ThreadNum.Release(); |
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lock (player.ActionLock) |
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{ |
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if (player.StateNum == stateNum) |
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player.SetPlayerStateNaturally(); |
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} |
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player.ResetPlayerState(stateNum); |
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player.ThreadNum.Release(); |
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return; |
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} |
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