moving Map, TileSet from Rules to World
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@@ -48,7 +48,7 @@ namespace OpenRa
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{
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int2 newHere = p.Location + d;
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if (!Rules.Map.IsInMap(newHere.X, newHere.Y)) continue;
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if (!Game.world.Map.IsInMap(newHere.X, newHere.Y)) continue;
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if( cellInfo[ newHere.X, newHere.Y ].Seen )
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continue;
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@@ -59,7 +59,7 @@ namespace OpenRa
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if (!Game.BuildingInfluence.CanMoveHere(newHere) &&
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Game.BuildingInfluence.GetBuildingAt(newHere) != ignoreBuilding)
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continue;
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if (Rules.Map.IsOverlaySolid(newHere))
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if (Game.world.Map.IsOverlaySolid(newHere))
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continue;
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}
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@@ -93,7 +93,7 @@ namespace OpenRa
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public void AddInitialCell( int2 location )
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{
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if (!Rules.Map.IsInMap(location.X, location.Y))
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if (!Game.world.Map.IsInMap(location.X, location.Y))
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return;
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cellInfo[ location.X, location.Y ] = new CellInfo( 0, location, false );
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