Replace ResourceLayer references with IResourceLayer in traits/warheads.
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@@ -56,14 +56,14 @@ namespace OpenRA.Mods.Common.Warheads
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var resourceType = world.WorldActor.TraitsImplementing<ResourceType>()
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.First(t => t.Info.Type == AddsResourceType);
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var resLayer = world.WorldActor.Trait<ResourceLayer>();
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var resourceLayer = world.WorldActor.Trait<IResourceLayer>();
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foreach (var cell in allCells)
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{
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if (!resLayer.CanAddResource(resourceType, cell))
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if (!resourceLayer.CanAddResource(resourceType, cell))
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continue;
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var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resLayer.GetResourceDensity(cell));
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resLayer.AddResource(resourceType, cell, splash);
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var splash = world.SharedRandom.Next(1, resourceType.Info.MaxDensity - resourceLayer.GetResource(cell).Density);
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resourceLayer.AddResource(resourceType, cell, splash);
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}
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}
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}
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@@ -34,14 +34,14 @@ namespace OpenRA.Mods.Common.Warheads
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return;
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var targetTile = world.Map.CellContaining(pos);
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var resLayer = world.WorldActor.Trait<ResourceLayer>();
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var resourceLayer = world.WorldActor.Trait<IResourceLayer>();
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var minRange = (Size.Length > 1 && Size[1] > 0) ? Size[1] : 0;
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var allCells = world.Map.FindTilesInAnnulus(targetTile, minRange, Size[0]);
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// Destroy all resources in the selected tiles
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foreach (var cell in allCells)
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resLayer.ClearResources(cell);
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resourceLayer.ClearResources(cell);
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}
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}
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}
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