Use TargetType.Invalid checks instead of IsValidFor
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@@ -102,10 +102,10 @@ namespace OpenRA.Mods.Common.Warheads
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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if (!target.IsValidFor(firedBy))
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if (target.Type == TargetType.Invalid)
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return;
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var firedBy = args.SourceActor;
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var pos = target.CenterPosition;
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var world = firedBy.World;
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var targetTile = world.Map.CellContaining(pos);
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@@ -46,10 +46,10 @@ namespace OpenRA.Mods.Common.Warheads
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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if (!target.IsValidFor(firedBy))
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if (target.Type == TargetType.Invalid)
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return;
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var firedBy = args.SourceActor;
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var map = firedBy.World.Map;
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var targetCell = map.CellContaining(target.CenterPosition);
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@@ -31,10 +31,10 @@ namespace OpenRA.Mods.Common.Warheads
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public override void DoImpact(Target target, WarheadArgs args)
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{
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var firedBy = args.SourceActor;
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if (!target.IsValidFor(firedBy))
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if (target.Type == TargetType.Invalid)
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return;
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var firedBy = args.SourceActor;
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var world = firedBy.World;
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if (Chance < world.LocalRandom.Next(100))
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