slightly faster again (map.IsInMap isnt free) -- but be careful
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@@ -174,7 +174,6 @@ namespace OpenRA.Traits
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if (MovementCostForCell(self, cell) == float.PositiveInfinity)
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return false;
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// Check for buildings
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var building = bim.GetBuildingBlocking(cell);
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if (building != null && building != ignoreActor)
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@@ -67,7 +67,7 @@ namespace OpenRA.Traits
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public bool AnyUnitsAt(int2 a)
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{
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return map.IsInMap(a) && influence[a.X, a.Y].Count > 0;
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return /*map.IsInMap(a) && */influence[a.X, a.Y].Count > 0;
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}
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public void Add( Actor self, IOccupySpace unit )
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