Use CellLayers for ResourceLayer.
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@@ -97,28 +97,28 @@ namespace OpenRA.Traits
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ClearSides FindClearSides(ResourceType t, CPos p)
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{
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var ret = ClearSides.None;
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if (render[p.X, p.Y - 1].Type != t)
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if (render[p + new CVec(0, -1)].Type != t)
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ret |= ClearSides.Top | ClearSides.TopLeft | ClearSides.TopRight;
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if (render[p.X - 1, p.Y].Type != t)
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if (render[p + new CVec(-1, 0)].Type != t)
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ret |= ClearSides.Left | ClearSides.TopLeft | ClearSides.BottomLeft;
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if (render[p.X + 1, p.Y].Type != t)
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if (render[p + new CVec(1, 0)].Type != t)
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ret |= ClearSides.Right | ClearSides.TopRight | ClearSides.BottomRight;
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if (render[p.X, p.Y + 1].Type != t)
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if (render[p + new CVec(0, 1)].Type != t)
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ret |= ClearSides.Bottom | ClearSides.BottomLeft | ClearSides.BottomRight;
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if (render[p.X - 1, p.Y - 1].Type != t)
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if (render[p + new CVec(-1, -1)].Type != t)
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ret |= ClearSides.TopLeft;
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if (render[p.X + 1, p.Y - 1].Type != t)
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if (render[p + new CVec(1, -1)].Type != t)
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ret |= ClearSides.TopRight;
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if (render[p.X - 1, p.Y + 1].Type != t)
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if (render[p + new CVec(-1, 1)].Type != t)
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ret |= ClearSides.BottomLeft;
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if (render[p.X + 1, p.Y + 1].Type != t)
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if (render[p + new CVec(1, 1)].Type != t)
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ret |= ClearSides.BottomRight;
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return ret;
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@@ -126,7 +126,7 @@ namespace OpenRA.Traits
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void UpdateRenderedTileInner(CPos p)
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{
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var t = render[p.X, p.Y];
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var t = render[p];
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if (t.Density > 0)
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{
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var clear = FindClearSides(t.Type, p);
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@@ -146,7 +146,7 @@ namespace OpenRA.Traits
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else
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t.Sprite = null;
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render[p.X, p.Y] = t;
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render[p] = t;
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}
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protected override void UpdateRenderedSprite(CPos p)
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