Reset Locomotor cache on world loaded
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@@ -71,6 +71,9 @@ namespace OpenRA.Mods.Common.Traits
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else if (locomotorInfos.Count(li => li.Name == Locomotor) > 1)
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else if (locomotorInfos.Count(li => li.Name == Locomotor) > 1)
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throw new YamlException("There is more than one locomotor named '{0}'.".F(Locomotor));
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throw new YamlException("There is more than one locomotor named '{0}'.".F(Locomotor));
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// We need to reset the reference to the locomotor between each worlds, otherwise we are reference the previous state.
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locomotor = null;
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base.RulesetLoaded(rules, ai);
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base.RulesetLoaded(rules, ai);
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}
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}
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@@ -380,7 +380,6 @@ namespace OpenRA.Mods.Common.Traits
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blockingCache = new CellLayer<CellCache>(map);
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blockingCache = new CellLayer<CellCache>(map);
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cellsCost = new CellLayer<short>(map);
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cellsCost = new CellLayer<short>(map);
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terrainInfos = Info.TilesetTerrainInfo[map.Rules.TileSet];
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terrainInfos = Info.TilesetTerrainInfo[map.Rules.TileSet];
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foreach (var cell in map.AllCells)
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foreach (var cell in map.AllCells)
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