Scale is now set via a field on Render* and interacts properly with chronoshift and building previews.
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@@ -82,7 +82,9 @@ namespace OpenRA.Mods.RA.Orders
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else
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{
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foreach (var r in Preview)
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r.Sprite.DrawAt(wr,Game.CellSize*topLeft + r.Pos, r.Palette ?? world.LocalPlayer.Palette);
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r.Sprite.DrawAt(Game.CellSize*topLeft + r.Pos,
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wr.GetPaletteIndex(r.Palette ?? world.LocalPlayer.Palette),
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r.Scale*r.Sprite.size);
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var res = world.WorldActor.Trait<ResourceLayer>();
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var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
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