removing a bunch of excessively low-level pixel -> cell conversions
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@@ -43,7 +43,7 @@ namespace OpenRA
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public static void DoImpact(WarheadInfo warhead, ProjectileArgs args)
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{
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var world = args.firedBy.World;
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var targetTile = ((1f / Game.CellSize) * args.dest.ToFloat2()).ToInt2();
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var targetTile = Util.CellContaining(args.dest);
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if (!world.Map.IsInMap(targetTile))
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return;
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