Refactor cells for dual tile rendering
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@@ -11,7 +11,7 @@ public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.Current.ElectricalChargeIncrease };
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var hasFuel = hazards.FuelVapor >= Balancing.Current.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.Current.LiquidFuelFireThreshold;
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Kind: ECellKind.Generator, Powered: true };
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Prop: ECellProp.Generator, Powered: true };
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if ((hasFuel && hasIgnition) || hazards.Fire)
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{
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hazards = hazards with {
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