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"); }