read the production icons from sequences
this allows d2k to read them from DATA.R8 without trouble
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@@ -37,7 +37,6 @@ namespace OpenRA.Mods.RA.Widgets
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List<ProductionQueue> VisibleQueues;
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bool paletteOpen = false;
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Dictionary<string, Sprite> iconSprites;
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float2 paletteOpenOrigin = new float2(Game.viewport.Width - 215, 280);
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float2 paletteClosedOrigin = new float2(Game.viewport.Width - 16, 280);
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@@ -67,13 +66,6 @@ namespace OpenRA.Mods.RA.Widgets
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paletteOrigin = paletteClosedOrigin;
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VisibleQueues = new List<ProductionQueue>();
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CurrentQueue = null;
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iconSprites = Rules.Info.Values
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.Where(u => u.Traits.Contains<BuildableInfo>() && u.Name[0] != '^')
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.ToDictionary(
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u => u.Name,
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u => Game.modData.SpriteLoader.LoadAllSprites(
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u.Traits.Get<TooltipInfo>().Icon ?? (u.Name + "icon"))[0]);
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}
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public override Rectangle EventBounds
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@@ -230,7 +222,9 @@ namespace OpenRA.Mods.RA.Widgets
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{
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var rect = new RectangleF(origin.X + x * IconWidth, origin.Y + IconHeight * y, IconWidth, IconHeight);
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var drawPos = new float2(rect.Location);
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WidgetUtils.DrawSHP(iconSprites[item.Name], drawPos, worldRenderer);
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var icon = new Animation(RenderSimple.GetImage(item));
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icon.Play(item.Traits.Get<TooltipInfo>().Icon);
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WidgetUtils.DrawSHP(icon.Image, drawPos, worldRenderer);
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var firstOfThis = queue.AllQueued().FirstOrDefault(a => a.Item == item.Name);
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