Actor.traits is implementation detail
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@@ -44,7 +44,7 @@ namespace OpenRA
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{
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if (Game.Settings.UnitDebug)
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{
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var uim = world.WorldActor.traits.Get<UnitInfluence>();
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var uim = world.WorldActor.Trait<UnitInfluence>();
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for (var i = world.Map.Bounds.Left; i < world.Map.Bounds.Right; i++)
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for (var j = world.Map.Bounds.Top; j < world.Map.Bounds.Bottom; j++)
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@@ -68,7 +68,7 @@ namespace OpenRA
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}
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else
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{
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach (var t in Footprint.Tiles(name, bi, topLeft))
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Game.Renderer.SpriteRenderer.DrawSprite((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null)
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