Separated resource rendering into another trait
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@@ -56,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
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var res = world.WorldActor.TraitOrDefault<ResourceLayer>();
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return bi.Tiles(cell).All(
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t => world.Map.Contains(t) && (res == null || res.GetResource(t) == null) &&
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t => world.Map.Contains(t) && (res == null || res.GetResourceType(t) == null) &&
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world.IsCellBuildable(t, ai, bi, toIgnore));
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}
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