Fix crushable logic for actors in cell
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@@ -443,6 +443,8 @@ namespace OpenRA.Mods.Common.Traits
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foreach (var actor in actors)
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{
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var actorBlocksPlayers = world.AllPlayersMask;
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var actorCrushablePlayers = world.NoPlayersMask;
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var crushables = actor.TraitsImplementing<ICrushable>();
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var mobile = actor.OccupiesSpace as Mobile;
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var isMoving = mobile != null && mobile.CurrentMovementTypes.HasMovementType(MovementType.Horizontal);
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@@ -451,10 +453,8 @@ namespace OpenRA.Mods.Common.Traits
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{
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cellFlag |= CellFlag.HasCrushableActor;
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foreach (var crushable in crushables)
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cellCrushablePlayers = cellCrushablePlayers.Intersect(crushable.CrushableBy(actor, Info.Crushes));
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actorCrushablePlayers = actorCrushablePlayers.Union(crushable.CrushableBy(actor, Info.Crushes));
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}
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else
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cellCrushablePlayers = world.NoPlayersMask;
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if (isMoving)
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{
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@@ -470,6 +470,7 @@ namespace OpenRA.Mods.Common.Traits
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cellFlag |= CellFlag.HasTemporaryBlocker;
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}
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cellCrushablePlayers = cellCrushablePlayers.Intersect(actorCrushablePlayers);
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cellBlockedPlayers = cellBlockedPlayers.Union(actorBlocksPlayers);
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}
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