Use Map.Bounds instead.
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@@ -48,8 +48,8 @@ namespace OpenRA.Graphics
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for (var x = 0; x < map.Width; x++)
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for (var y = 0; y < map.Height; y++)
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{
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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var mapX = x + map.Bounds.Left;
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var mapY = y + map.Bounds.Top;
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var type = tileset.GetTerrainType(map.MapTiles[mapX, mapY]);
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if (!tileset.Terrain.ContainsKey(type))
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throw new InvalidDataException("Tileset {0} lacks terraintype {1}".F(tileset.Id, type));
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@@ -78,8 +78,8 @@ namespace OpenRA.Graphics
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for (var x = 0; x < map.Width; x++)
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for (var y = 0; y < map.Height; y++)
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{
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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var mapX = x + map.Bounds.Left;
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var mapY = y + map.Bounds.Top;
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if (map.MapResources[mapX, mapY].type == 0)
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continue;
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@@ -112,8 +112,8 @@ namespace OpenRA.Graphics
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for (var x = 0; x < map.Width; x++)
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for (var y = 0; y < map.Height; y++)
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{
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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var mapX = x + map.Bounds.Left;
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var mapY = y + map.Bounds.Top;
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var custom = map.CustomTerrain[mapX,mapY];
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if (custom == null)
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continue;
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@@ -146,7 +146,7 @@ namespace OpenRA.Graphics
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var color = t.Trait.RadarSignatureColor(t.Actor);
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foreach (var cell in t.Trait.RadarSignatureCells(t.Actor))
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if (world.Map.IsInMap(cell))
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*(c + ((cell.Y - world.Map.TopLeft.Y) * bitmapData.Stride >> 2) + cell.X - world.Map.TopLeft.X) = color.ToArgb();
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*(c + ((cell.Y - world.Map.Bounds.Top) * bitmapData.Stride >> 2) + cell.X - world.Map.Bounds.Left) = color.ToArgb();
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}
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}
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@@ -174,8 +174,8 @@ namespace OpenRA.Graphics
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for (var x = 0; x < map.Width; x++)
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for (var y = 0; y < map.Height; y++)
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{
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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var mapX = x + map.Bounds.Left;
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var mapY = y + map.Bounds.Top;
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if (!playerShroud.IsExplored(mapX, mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
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else if (!playerShroud.IsVisible(mapX,mapY))
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