moving Map, TileSet from Rules to World
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@@ -50,7 +50,7 @@ namespace OpenRa
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foreach( var t in Footprint.Tiles( name, bi, position ) )
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spriteRenderer.DrawSprite( ( isCloseEnough && Game.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !Rules.Map.ContainsResource( t ) )
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !Game.world.Map.ContainsResource( t ) )
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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spriteRenderer.Flush();
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