Fix crash in RallyPointIndicator.
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@@ -42,6 +42,8 @@ namespace OpenRA.Mods.Common.Effects
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circles = new Animation(building.World, rp.Info.Image);
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circles.Play(rp.Info.CirclesSequence);
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}
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UpdateTargetLineNodes(building.World);
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}
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void IEffect.Tick(World world)
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@@ -54,27 +56,7 @@ namespace OpenRA.Mods.Common.Effects
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if (cachedLocations == null || !cachedLocations.SequenceEqual(rp.Path))
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{
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cachedLocations = new List<CPos>(rp.Path);
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targetLineNodes.Clear();
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foreach (var c in cachedLocations)
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targetLineNodes.Add(world.Map.CenterOfCell(c));
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var exitPos = building.CenterPosition;
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// Find closest exit
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var dist = int.MaxValue;
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foreach (var exit in exits)
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{
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var ep = building.CenterPosition + exit.SpawnOffset;
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var len = (targetLineNodes[0] - ep).Length;
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if (len < dist)
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{
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dist = len;
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exitPos = ep;
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}
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}
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targetLineNodes.Insert(0, exitPos);
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UpdateTargetLineNodes(world);
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if (circles != null)
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circles.Play(rp.Info.CirclesSequence);
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@@ -84,6 +66,31 @@ namespace OpenRA.Mods.Common.Effects
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world.AddFrameEndTask(w => w.Remove(this));
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}
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void UpdateTargetLineNodes(World world)
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{
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cachedLocations = new List<CPos>(rp.Path);
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targetLineNodes.Clear();
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foreach (var c in cachedLocations)
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targetLineNodes.Add(world.Map.CenterOfCell(c));
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var exitPos = building.CenterPosition;
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// Find closest exit
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var dist = int.MaxValue;
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foreach (var exit in exits)
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{
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var ep = building.CenterPosition + exit.SpawnOffset;
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var len = (targetLineNodes[0] - ep).Length;
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if (len < dist)
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{
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dist = len;
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exitPos = ep;
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}
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}
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targetLineNodes.Insert(0, exitPos);
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}
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IEnumerable<IRenderable> IEffect.Render(WorldRenderer wr) { return SpriteRenderable.None; }
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IEnumerable<IRenderable> IEffectAboveShroud.RenderAboveShroud(WorldRenderer wr)
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@@ -95,7 +102,7 @@ namespace OpenRA.Mods.Common.Effects
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return SpriteRenderable.None;
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var renderables = SpriteRenderable.None;
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if (circles != null || flag != null)
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if (targetLineNodes.Count > 0 && (circles != null || flag != null))
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{
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var palette = wr.Palette(rp.PaletteName);
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if (circles != null)
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@@ -119,6 +126,9 @@ namespace OpenRA.Mods.Common.Effects
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if (!building.World.Selection.Contains(building))
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return SpriteRenderable.None;
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if (targetLineNodes.Count == 0)
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return SpriteRenderable.None;
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return RenderInner(wr);
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}
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