Prevent smudges from spawning in bogus cells.
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@@ -139,6 +139,9 @@ namespace OpenRA.Mods.Common.Traits
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public void AddSmudge(CPos loc)
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{
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if (!world.Map.Contains(loc))
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return;
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if (Game.CosmeticRandom.Next(0, 100) <= Info.SmokePercentage)
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world.AddFrameEndTask(w => w.Add(new SpriteEffect(world.Map.CenterOfCell(loc), w, Info.SmokeType, Info.SmokeSequence, Info.SmokePalette)));
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@@ -167,6 +170,9 @@ namespace OpenRA.Mods.Common.Traits
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public void RemoveSmudge(CPos loc)
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{
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if (!world.Map.Contains(loc))
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return;
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var tile = dirty.ContainsKey(loc) ? dirty[loc] : new Smudge();
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// Setting Sprite to null to indicate a deleted smudge.
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