Use Map.IsInMap(CPos) for things that are checking CPos.
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@@ -75,9 +75,10 @@ namespace OpenRA.Editor
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Action<int, int> maybeEnqueue = (x, y) =>
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{
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if (s.Map.IsInMap(x, y) && !touched[x, y])
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var c = new CPos(x, y);
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if (s.Map.IsInMap(c) && !touched[x, y])
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{
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queue.Enqueue(new CPos(x, y));
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queue.Enqueue(c);
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touched[x, y] = true;
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}
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};
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA.Buildings
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var res = world.WorldActor.Trait<ResourceLayer>();
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return FootprintUtils.Tiles(world.Map.Rules, name, building, topLeft).All(
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t => world.Map.IsInMap(t.X, t.Y) && res.GetResource(t) == null &&
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t => world.Map.IsInMap(t) && res.GetResource(t) == null &&
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world.IsCellBuildable(t, building, toIgnore));
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}
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@@ -90,7 +90,7 @@ namespace OpenRA.Mods.RA
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
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{
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if (!self.World.Map.IsInMap(cell.X, cell.Y)) return false;
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if (!self.World.Map.IsInMap(cell)) return false;
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var type = self.World.Map.GetTerrainInfo(cell).Type;
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if (!info.TerrainTypes.Contains(type))
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.RA
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public IEnumerable<Pair<CPos, SubCell>> OccupiedCells() { yield return Pair.New(TopLeft, SubCell.FullCell); }
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public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors)
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{
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if (!self.World.Map.IsInMap(cell.X, cell.Y))
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if (!self.World.Map.IsInMap(cell))
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return false;
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if (!info.AllowedTerrain.Contains(self.World.Map.GetTerrainInfo(cell).Type))
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.RA.Move
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public int MovementCostForCell(World world, CPos cell)
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{
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if (!world.Map.IsInMap(cell.X, cell.Y))
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if (!world.Map.IsInMap(cell))
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return int.MaxValue;
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var index = world.Map.GetTerrainIndex(cell);
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@@ -124,7 +124,7 @@ namespace OpenRA.Mods.RA.Move
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var newHere = p.Location + d;
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// Is this direction flat-out unusable or already seen?
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if (!world.Map.IsInMap(newHere.X, newHere.Y))
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if (!world.Map.IsInMap(newHere))
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continue;
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if (cellInfo[newHere.X, newHere.Y].Seen)
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continue;
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@@ -191,7 +191,7 @@ namespace OpenRA.Mods.RA.Move
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public void AddInitialCell(CPos location)
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{
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if (!world.Map.IsInMap(location.X, location.Y))
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if (!world.Map.IsInMap(location))
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return;
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cellInfo[location.X, location.Y] = new CellInfo(0, location, false);
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