Add a cell sanity check to TerrainSpriteLayer.
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@@ -87,6 +87,10 @@ namespace OpenRA.Graphics
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else
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else
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sprite = emptySprite;
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sprite = emptySprite;
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// The vertex buffer does not have geometry for cells outside the map
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if (!map.Contains(uv))
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return;
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var offset = rowStride * uv.V + 6 * uv.U;
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var offset = rowStride * uv.V + 6 * uv.U;
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Util.FastCreateQuad(vertices, pos, sprite, palette.TextureIndex, offset, sprite.Size);
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Util.FastCreateQuad(vertices, pos, sprite, palette.TextureIndex, offset, sprite.Size);
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