fix some extraneous refs to Game.world
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@@ -32,7 +32,7 @@ namespace OpenRA.Traits
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public class ResourceLayer: IRenderOverlay, ILoadWorldHook
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{
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SpriteRenderer sr;
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World w;
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World world;
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public ResourceTypeInfo[] resourceTypes;
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CellContents[,] content;
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@@ -44,12 +44,12 @@ namespace OpenRA.Traits
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public void Render()
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{
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var map = Game.world.Map;
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var map = world.Map;
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for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
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for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
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{
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if (Game.world.LocalPlayer != null && !Game.world.LocalPlayer.Shroud.IsExplored(new int2(x, y))) continue;
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(new int2(x, y))) continue;
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var c = content[x, y];
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if (c.image != null)
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@@ -63,7 +63,7 @@ namespace OpenRA.Traits
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public void WorldLoaded(World w)
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{
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this.w = w;
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this.world = w;
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content = new CellContents[w.Map.MapSize.X, w.Map.MapSize.Y];
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resourceTypes = w.WorldActor.Info.Traits.WithInterface<ResourceTypeInfo>().ToArray();
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@@ -89,7 +89,7 @@ namespace OpenRA.Traits
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public Sprite[] ChooseContent(ResourceTypeInfo info)
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{
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return info.Sprites[w.SharedRandom.Next(info.Sprites.Length)];
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return info.Sprites[world.SharedRandom.Next(info.Sprites.Length)];
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}
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public int GetAdjacentCellsWith(ResourceTypeInfo info, int i, int j)
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@@ -147,7 +147,7 @@ namespace OpenRA.Traits
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public void Grow(ResourceTypeInfo info)
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{
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var map = w.Map;
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var map = world.Map;
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var newDensity = new byte[map.MapSize.X, map.MapSize.Y];
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++)
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@@ -162,13 +162,13 @@ namespace OpenRA.Traits
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public void Spread(ResourceTypeInfo info)
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{
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var map = w.Map;
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var map = world.Map;
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var growMask = new bool[map.MapSize.X, map.MapSize.Y];
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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for (int j = map.TopLeft.Y; j < map.BottomRight.Y; j++)
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if (content[i,j].type == null
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&& GetAdjacentCellsWith(info, i,j ) > 0
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&& w.IsCellBuildable(new int2(i, j), false))
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&& world.IsCellBuildable(new int2(i, j), false))
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growMask[i, j] = true;
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for (int i = map.TopLeft.X; i < map.BottomRight.X; i++)
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