Use Tuple syntax
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@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Graphics
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// HACK: We don't have enough texture channels to pass the depth data to the shader
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// so for now just offset everything forward so that the back corner is rendered at pos.
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pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Second.X);
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pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Z.X);
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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@@ -221,10 +221,10 @@ namespace OpenRA.Mods.Common.Graphics
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public Rectangle ScreenBounds(WorldRenderer wr)
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{
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return Screen3DBounds(wr).First;
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return Screen3DBounds(wr).Bounds;
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}
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Pair<Rectangle, float2> Screen3DBounds(WorldRenderer wr)
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(Rectangle Bounds, float2 Z) Screen3DBounds(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(model.pos);
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var draw = model.models.Where(v => v.IsVisible);
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@@ -260,7 +260,7 @@ namespace OpenRA.Mods.Common.Graphics
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}
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}
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return Pair.New(Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
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return (Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
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}
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}
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}
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