Include tunnel check in CanStayInCell.
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@@ -109,6 +109,9 @@ namespace OpenRA.Mods.Common.Traits
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locomotor = world.WorldActor.TraitsImplementing<Locomotor>()
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.SingleOrDefault(l => l.Info.Name == Locomotor);
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if (cell.Layer == CustomMovementLayerType.Tunnel)
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return false;
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return locomotor.CanStayInCell(cell);
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}
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