diff --git a/MapConverter/MapConverter.csproj b/MapConverter/MapConverter.csproj
index bb5a683def..9143993766 100644
--- a/MapConverter/MapConverter.csproj
+++ b/MapConverter/MapConverter.csproj
@@ -28,6 +28,7 @@
+
3.5
@@ -43,5 +44,5 @@
OpenRA.FileFormats
-
+
\ No newline at end of file
diff --git a/OpenRA.Game/Traits/World/ResourceLayer.cs b/OpenRA.Game/Traits/World/ResourceLayer.cs
index a6fa1822e5..c6c890617e 100644
--- a/OpenRA.Game/Traits/World/ResourceLayer.cs
+++ b/OpenRA.Game/Traits/World/ResourceLayer.cs
@@ -24,12 +24,12 @@ using OpenRA.Graphics;
namespace OpenRA.Traits
{
- class ResourceLayerInfo : ITraitInfo
+ public class ResourceLayerInfo : ITraitInfo
{
public object Create(Actor self) { return new ResourceLayer(self); }
}
- class ResourceLayer// : IRenderOverlay, ILoadWorldHook
+ public class ResourceLayer// : IRenderOverlay, ILoadWorldHook
{
public ResourceLayer(Actor self) {}
public void Destroy(int2 p){}
diff --git a/OpenRA.Game/Traits/World/UnitInfluence.cs b/OpenRA.Game/Traits/World/UnitInfluence.cs
index 005379e348..d5f0323c7e 100644
--- a/OpenRA.Game/Traits/World/UnitInfluence.cs
+++ b/OpenRA.Game/Traits/World/UnitInfluence.cs
@@ -76,8 +76,8 @@ namespace OpenRA.Traits
[Conditional( "SANITY_CHECKS" )]
void SanityCheck( Actor self )
{
- for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
- for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
+ for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
+ for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
if( influence[ x, y ] != null )
foreach (var a in influence[ x, y ])
if (!a.traits.Get().OccupiedCells().Contains( new int2( x, y ) ) )
diff --git a/OpenRA.Game/UiOverlay.cs b/OpenRA.Game/UiOverlay.cs
index 6d0018adc4..793fe428db 100644
--- a/OpenRA.Game/UiOverlay.cs
+++ b/OpenRA.Game/UiOverlay.cs
@@ -55,8 +55,8 @@ namespace OpenRA
public void Draw( World world )
{
if (Game.Settings.UnitDebug)
- for (var j = 0; j < world.Map.MapSize.Y; j++)
- for (var i = 0; i < world.Map.MapSize.X; i++)
+ for (var i = 0; i < world.Map.MapSize.X; i++)
+ for (var j = 0; j < world.Map.MapSize.Y; j++)
if (world.WorldActor.traits.Get().GetUnitsAt(new int2(i, j)).Any())
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
}