Fix most of the x/y issues
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@@ -39,10 +39,9 @@ namespace OpenRA.Traits
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public UnitInfluence( Actor self )
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{
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map = self.World.Map;
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var size = self.World.Map.MapSize;
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influence = new List<Actor>[size, size];
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for (int i = 0; i < size; i++)
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for (int j = 0; j < size; j++)
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influence = new List<Actor>[self.World.Map.MapSize.X, self.World.Map.MapSize.Y];
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for (int i = 0; i < self.World.Map.MapSize.X; i++)
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for (int j = 0; j < self.World.Map.MapSize.Y; j++)
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influence[ i, j ] = new List<Actor>();
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self.World.ActorRemoved += a => Remove( a, a.traits.GetOrDefault<IOccupySpace>() );
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@@ -77,8 +76,8 @@ namespace OpenRA.Traits
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[Conditional( "SANITY_CHECKS" )]
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void SanityCheck( Actor self )
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{
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for( int y = 0 ; y < self.World.Map.MapSize ; y++ )
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for( int x = 0 ; x < self.World.Map.MapSize ; x++ )
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for( int y = 0 ; y < self.World.Map.MapSize.Y ; y++ )
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for( int x = 0 ; x < self.World.Map.MapSize.X ; x++ )
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if( influence[ x, y ] != null )
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foreach (var a in influence[ x, y ])
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if (!a.traits.Get<IOccupySpace>().OccupiedCells().Contains( new int2( x, y ) ) )
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