More fixes
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@@ -28,6 +28,7 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Core">
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<Reference Include="System.Core">
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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</Reference>
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</Reference>
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@@ -24,12 +24,12 @@ using OpenRA.Graphics;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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class ResourceLayerInfo : ITraitInfo
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public class ResourceLayerInfo : ITraitInfo
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{
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{
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public object Create(Actor self) { return new ResourceLayer(self); }
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public object Create(Actor self) { return new ResourceLayer(self); }
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}
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}
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class ResourceLayer// : IRenderOverlay, ILoadWorldHook
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public class ResourceLayer// : IRenderOverlay, ILoadWorldHook
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{
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{
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public ResourceLayer(Actor self) {}
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public ResourceLayer(Actor self) {}
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public void Destroy(int2 p){}
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public void Destroy(int2 p){}
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@@ -76,8 +76,8 @@ namespace OpenRA.Traits
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[Conditional( "SANITY_CHECKS" )]
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheck( Actor self )
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void SanityCheck( Actor self )
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{
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{
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for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
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for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
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for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
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for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
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if( influence[ x, y ] != null )
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if( influence[ x, y ] != null )
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foreach (var a in influence[ x, y ])
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foreach (var a in influence[ x, y ])
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if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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@@ -55,8 +55,8 @@ namespace OpenRA
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public void Draw( World world )
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public void Draw( World world )
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{
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{
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if (Game.Settings.UnitDebug)
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if (Game.Settings.UnitDebug)
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for (var j = 0; j < world.Map.MapSize.Y; j++)
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for (var i = 0; i < world.Map.MapSize.X; i++)
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for (var i = 0; i < world.Map.MapSize.X; i++)
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for (var j = 0; j < world.Map.MapSize.Y; j++)
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
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}
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}
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