Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types
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@@ -165,7 +165,7 @@ namespace OpenRA.Mods.Common.Effects
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contrail.Update(pos);
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if (ticks++ >= length || (info.Blockable && world.ActorMap
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.GetUnitsAt(world.Map.CellContaining(pos)).Any(a => a.Info.Traits.Contains<IBlocksProjectilesInfo>())))
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.GetUnitsAt(world.Map.CellContaining(pos)).Any(a => a.Info.HasTraitInfo<IBlocksProjectilesInfo>())))
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Explode(world);
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}
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