Add some debugging code to catch frozen actors without footprints.
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@@ -64,6 +64,19 @@ namespace OpenRA.Traits
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.Where(m => shroud.Contains(m))
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.Where(m => shroud.Contains(m))
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.ToArray();
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.ToArray();
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if (Footprint.Length == 0)
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throw new ArgumentException(("This frozen actor has no footprint! Please report a bug!\n" +
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"Actor Name: {0}\n" +
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"Actor Location: {1}\n" +
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"Input footprint: [{2}]\n" +
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"Input footprint (shroud.Contains): [{3}]\n" +
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"Input footprint (map.Contains): [{4}]")
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.F(actor.Info.Name,
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actor.Location.ToString(),
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footprint.Select(p => p.ToString()).JoinWith("|"),
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footprint.Select(p => shroud.Contains(p).ToString()).JoinWith("|"),
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footprint.Select(p => actor.World.Map.Contains(p).ToString()).JoinWith("|")));
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CenterPosition = self.CenterPosition;
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CenterPosition = self.CenterPosition;
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Bounds = self.Bounds;
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Bounds = self.Bounds;
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TargetTypes = self.GetEnabledTargetTypes().ToHashSet();
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TargetTypes = self.GetEnabledTargetTypes().ToHashSet();
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