Cache cell ramps to avoid repeated tileset lookups.
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@@ -254,7 +254,6 @@ namespace OpenRA.Graphics
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var world = worldRenderer.Viewport.ViewToWorldPx(view);
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var map = worldRenderer.World.Map;
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var candidates = CandidateMouseoverCells(world).ToList();
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var tileSet = worldRenderer.World.Map.Rules.TileSet;
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foreach (var uv in candidates)
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{
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@@ -263,14 +262,7 @@ namespace OpenRA.Graphics
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var s = worldRenderer.ScreenPxPosition(p);
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if (Math.Abs(s.X - world.X) <= tileSize.Width && Math.Abs(s.Y - world.Y) <= tileSize.Height)
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{
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var ramp = 0;
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if (map.Contains(uv))
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{
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var ti = tileSet.GetTileInfo(map.Tiles[uv]);
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if (ti != null)
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ramp = ti.RampType;
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}
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var ramp = map.Ramp.Contains(uv) ? map.Ramp[uv] : 0;
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var corners = map.Grid.CellCorners[ramp];
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var pos = map.CenterOfCell(uv.ToCPos(map));
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var screen = corners.Select(c => worldRenderer.ScreenPxPosition(pos + c)).ToArray();
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