Use CellLayer for custom terrain.
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@@ -151,7 +151,7 @@ namespace OpenRA.Traits
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CellContents CreateResourceCell(ResourceType t, CPos cell)
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{
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world.Map.CustomTerrain[cell.X, cell.Y] = world.TileSet.GetTerrainIndex(t.Info.TerrainType);
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world.Map.CustomTerrain[cell] = world.TileSet.GetTerrainIndex(t.Info.TerrainType);
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return new CellContents
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{
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@@ -190,7 +190,7 @@ namespace OpenRA.Traits
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if (--c.Density < 0)
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{
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content[cell] = EmptyCell;
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world.Map.CustomTerrain[cell.X, cell.Y] = -1;
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world.Map.CustomTerrain[cell] = -1;
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}
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else
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content[cell] = c;
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@@ -209,7 +209,7 @@ namespace OpenRA.Traits
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// Clear cell
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content[cell] = EmptyCell;
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world.Map.CustomTerrain[cell.X, cell.Y] = -1;
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world.Map.CustomTerrain[cell] = -1;
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if (!dirty.Contains(cell))
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dirty.Add(cell);
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