Refactor UnitInfluence trait -> world.ActorMap
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@@ -133,7 +133,7 @@ namespace OpenRA.Mods.RA.Effects
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var pos = float2.Lerp(Args.src, Args.dest, at);
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var cell = Traits.Util.CellContaining(pos);
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if (world.WorldActor.Trait<UnitInfluence>().GetUnitsAt(cell).Any(
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if (world.ActorMap.GetUnitsAt(cell).Any(
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a => a.HasTrait<IBlocksBullets>()))
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{
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Args.dest = pos.ToInt2();
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@@ -135,7 +135,7 @@ namespace OpenRA.Mods.RA.Effects
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if (!Info.High) // check for hitting a wall
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{
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var cell = Traits.Util.CellContaining(PxPosition);
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if (world.WorldActor.Trait<UnitInfluence>().GetUnitsAt(cell).Any(
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if (world.ActorMap.GetUnitsAt(cell).Any(
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a => a.HasTrait<IBlocksBullets>()))
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Explode(world);
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}
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