Check for invalid targets to avoid crashing.
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@@ -91,6 +91,9 @@ namespace OpenRA.Mods.Common.Warheads
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public override void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers)
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{
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if (!target.IsValidFor(firedBy))
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return;
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var pos = target.CenterPosition;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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