removing a bunch of excessively low-level pixel -> cell conversions
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@@ -98,7 +98,7 @@ namespace OpenRA.Effects
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{
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var at = (float)t / TotalTime();
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var pos = float2.Lerp(Args.src, Args.dest, at);
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var cell = ((1f/Game.CellSize) * pos).ToInt2();
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var cell = Traits.Util.CellContaining(pos);
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(cell).Any(
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a => a.traits.Contains<IBlocksBullets>()))
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@@ -113,7 +113,7 @@ namespace OpenRA.Effects
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if (!Info.High) // check for hitting a wall
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{
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var cell = ((1f / Game.CellSize) * Pos).ToInt2();
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var cell = Traits.Util.CellContaining(Pos);
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(cell).Any(
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a => a.traits.Contains<IBlocksBullets>()))
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