Unhardcode terrain types. Needs a bit more work re initialization and bridges
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.RA
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void ConvertBridgeToActor(World w, int i, int j)
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{
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Log.Write("debug", "Converting bridge at {0} {1}", i, j);
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/*
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var tile = w.Map.MapTiles[i, j].type;
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var image = w.Map.MapTiles[i, j].image;
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var template = w.TileSet.walk[tile];
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@@ -88,18 +88,20 @@ namespace OpenRA.Mods.RA
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br.SetTiles(w, template, replacedTiles);
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}
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*/
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}
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public string GetTerrainType(int2 cell)
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{
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if (bridges[ cell.X, cell.Y ] != null)
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return bridges[ cell.X, cell.Y ].GetTerrainType(cell);
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/*if (bridges[ cell.X, cell.Y ] != null)
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return bridges[ cell.X, cell.Y ].GetTerrainType(cell);*/
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return null;
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}
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static bool IsBridge(World w, ushort t)
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{
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return w.TileSet.walk[t].Bridge != null;
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return false;
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//return w.TileSet.walk[t].Bridge != null;
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}
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public void WorldLoaded(World w)
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