Use SpriteRenderables for tile overlays.
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@@ -48,11 +48,8 @@ namespace OpenRA.Traits
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var c = render[x, y];
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if (c.Image != null)
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{
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var tile = c.Image[c.Density];
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var px = wr.ScreenPxPosition(pos.CenterPosition) - 0.5f * tile.size;
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tile.DrawAt(px, c.Type.info.PaletteRef);
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}
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new SpriteRenderable(c.Image[c.Density], pos.CenterPosition,
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WVec.Zero, -511, c.Type.info.PaletteRef, 1f, true).Render(wr);
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}
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}
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}
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@@ -112,7 +112,8 @@ namespace OpenRA.Mods.RA.Orders
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foreach (var c in cells)
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{
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var tile = c.Value ? buildOk : buildBlocked;
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tile.DrawAt(wr.ScreenPxPosition(c.Key.CenterPosition) - 0.5f * tile.size, pal);
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new SpriteRenderable(tile, c.Key.CenterPosition,
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WVec.Zero, -511, pal, 1f, true).Render(wr);
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}
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}
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@@ -106,7 +106,9 @@ namespace OpenRA.Mods.RA
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if (world.ShroudObscures(kv.Key))
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continue;
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smudgeSprites[kv.Value.Type - 1][kv.Value.Index].DrawAt(kv.Key.ToPPos().ToFloat2(), pal);
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var tile = smudgeSprites[kv.Value.Type - 1][kv.Value.Index];
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new SpriteRenderable(tile, kv.Key.CenterPosition,
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WVec.Zero, -511, pal, 1f, true).Render(wr);
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}
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}
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}
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