Split selectable rendering into *Renderables.
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@@ -157,35 +157,14 @@ namespace OpenRA.Graphics
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Game.Renderer.Flush();
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}
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public void DrawSelectionBox(Actor a, Color c)
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{
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var pos = ScreenPxPosition(a.CenterPosition);
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var bounds = a.Bounds.Value;
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var tl = pos + new float2(bounds.Left, bounds.Top);
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var br = pos + new float2(bounds.Right, bounds.Bottom);
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var tr = new float2(br.X, tl.Y);
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var bl = new float2(tl.X, br.Y);
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var u = new float2(4f / Viewport.Zoom, 0);
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var v = new float2(0, 4f / Viewport.Zoom);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(tl + u, tl, c, c);
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wlr.DrawLine(tl, tl + v, c, c);
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wlr.DrawLine(tr, tr - u, c, c);
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wlr.DrawLine(tr, tr + v, c, c);
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wlr.DrawLine(bl, bl + u, c, c);
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wlr.DrawLine(bl, bl - v, c, c);
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wlr.DrawLine(br, br - u, c, c);
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wlr.DrawLine(br, br - v, c, c);
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}
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public void DrawRollover(Actor unit)
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{
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var selectable = unit.TraitOrDefault<Selectable>();
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if (selectable != null)
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selectable.DrawRollover(this);
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{
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if (selectable.Info.Selectable)
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new SelectionBarsRenderable(unit).Render(this);
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}
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}
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public void DrawRangeCircle(WPos pos, WRange range, Color c)
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