Replace IOrderGenerator.RenderBeforeWorld with world-sorted .Render.
Range circles have been moved to RenderAfterWorld for now.
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA
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void Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition);
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}
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class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle>, IPlaceBuildingDecoration
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class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration
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{
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public readonly string RangeCircleType = null;
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@@ -36,13 +36,19 @@ namespace OpenRA.Mods.RA
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foreach (var a in w.ActorsWithTrait<RenderRangeCircle>())
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if (a.Actor.Owner == a.Actor.World.LocalPlayer)
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if (a.Actor.Info.Traits.Get<RenderRangeCircleInfo>().RangeCircleType == RangeCircleType)
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a.Trait.RenderBeforeWorld(wr, a.Actor);
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a.Trait.RenderAfterWorld(wr);
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}
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public object Create(ActorInitializer init) { return new RenderRangeCircle(init.self); }
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}
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class RenderRangeCircle : IPreRenderSelection
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class RenderRangeCircle : IPostRenderSelection
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{
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public void RenderBeforeWorld(WorldRenderer wr, Actor self)
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Actor self;
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public RenderRangeCircle(Actor self) { this.self = self; }
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public void RenderAfterWorld(WorldRenderer wr)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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