fixing bad shroud behavior
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@@ -59,6 +59,11 @@ namespace OpenRa.Game
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palette = new HardwarePalette(renderer, Rules.Map);
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palette = new HardwarePalette(renderer, Rules.Map);
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world = new World();
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world = new World();
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Game.world.ActorAdded += a =>
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{
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if (a.Owner != null && a.Info != null)
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a.Owner.Shroud.Explore(a);
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};
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < 8; i++)
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{
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{
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@@ -102,12 +107,6 @@ namespace OpenRa.Game
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oreFrequency = (int)(Rules.General.GrowthRate * 60 * 1000);
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oreFrequency = (int)(Rules.General.GrowthRate * 60 * 1000);
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oreTicks = oreFrequency;
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oreTicks = oreFrequency;
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foreach (var a in Game.world.Actors)
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if (a.Info != null && a.Owner == players[0])
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players[0].Shroud.Explore(a);
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Game.world.ActorAdded += a => players[0].Shroud.Explore(a);
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}
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}
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize,
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize,
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@@ -16,7 +16,7 @@ namespace OpenRa.Game
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public void Explore(Actor a)
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public void Explore(Actor a)
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{
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{
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foreach (var t in Game.FindTilesInCircle(a.Location, a.Info.Sight))
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foreach (var t in Game.FindTilesInCircle((1f/Game.CellSize * a.CenterLocation).ToInt2(), a.Info.Sight))
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explored[t.X, t.Y] = true;
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explored[t.X, t.Y] = true;
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dirty = true;
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dirty = true;
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