Fix buildable overlay not updating and make ramps unbuildable
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@@ -71,7 +71,8 @@ namespace OpenRA.Mods.Common.Traits
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world.Map.CustomTerrain.CellEntryChanged += UpdateTerrainCell;
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world.Map.CustomTerrain.CellEntryChanged += UpdateTerrainCell;
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var cells = w.Map.AllCells.Where(c => w.Map.Contains(c) &&
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var cells = w.Map.AllCells.Where(c => w.Map.Contains(c) &&
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!info.AllowedTerrainTypes.Contains(w.Map.GetTerrainInfo(c).Type)).ToHashSet();
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(!info.AllowedTerrainTypes.Contains(w.Map.GetTerrainInfo(c).Type) ||
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world.Map.Ramp[c] != 0)).ToHashSet();
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palette = wr.Palette(info.Palette);
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palette = wr.Palette(info.Palette);
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@@ -84,8 +85,8 @@ namespace OpenRA.Mods.Common.Traits
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if (!world.Map.Contains(cell))
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if (!world.Map.Contains(cell))
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return;
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return;
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if (!info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type))
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var buildableSprite = !info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type) || world.Map.Ramp[cell] != 0 ? disabledSprite : null;
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render.Update(cell, disabledSprite, palette, 1f, info.Alpha);
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render.Update(cell, buildableSprite, palette, 1f, info.Alpha);
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}
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}
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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