From 139af0c2bcf0be8f11dc41c15b542e6e9348b727 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matthias=20Mail=C3=A4nder?= Date: Sat, 9 Oct 2021 10:16:00 +0200 Subject: [PATCH] Fix a crash when building placements are moved out of the map. --- .../Traits/Buildings/D2kActorPreviewPlaceBuildingPreview.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenRA.Mods.D2k/Traits/Buildings/D2kActorPreviewPlaceBuildingPreview.cs b/OpenRA.Mods.D2k/Traits/Buildings/D2kActorPreviewPlaceBuildingPreview.cs index a62055fa59..2cbdfecada 100644 --- a/OpenRA.Mods.D2k/Traits/Buildings/D2kActorPreviewPlaceBuildingPreview.cs +++ b/OpenRA.Mods.D2k/Traits/Buildings/D2kActorPreviewPlaceBuildingPreview.cs @@ -104,7 +104,7 @@ namespace OpenRA.Mods.D2k.Traits if ((c.Value & filter) == 0) continue; - var isUnsafe = checkUnsafeTiles && candidateSafeTiles.Contains(c.Key) && info.UnsafeTerrainTypes.Contains(wr.World.Map.GetTerrainInfo(c.Key).Type); + var isUnsafe = checkUnsafeTiles && wr.World.Map.Contains(c.Key) && candidateSafeTiles.Contains(c.Key) && info.UnsafeTerrainTypes.Contains(wr.World.Map.GetTerrainInfo(c.Key).Type); var tile = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedTile : isUnsafe ? unsafeTile : validTile; var sequenceAlpha = (c.Value & PlaceBuildingCellType.Invalid) != 0 ? blockedAlpha : isUnsafe ? unsafeAlpha : validAlpha;