call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay)
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@@ -32,7 +32,7 @@ namespace OpenRA
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public static ModData modData;
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public static ModData modData;
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public static World world;
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public static World world;
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public static WorldRenderer worldRenderer;
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private static WorldRenderer worldRenderer;
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public static Viewport viewport;
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public static Viewport viewport;
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public static Settings Settings;
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public static Settings Settings;
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@@ -73,7 +73,6 @@ namespace OpenRA.Graphics
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Renderable[] worldSprites = { };
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Renderable[] worldSprites = { };
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public void Tick()
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public void Tick()
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{
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{
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RefreshPalette();
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var bounds = GetBoundsRect();
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var bounds = GetBoundsRect();
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var comparer = new SpriteComparer();
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var comparer = new SpriteComparer();
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@@ -93,6 +92,7 @@ namespace OpenRA.Graphics
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public void Draw()
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public void Draw()
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{
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{
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RefreshPalette();
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var bounds = GetBoundsRect();
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var bounds = GetBoundsRect();
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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@@ -173,7 +173,6 @@ namespace OpenRA.Widgets.Delegates
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{
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{
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CurrentColorPreview1 = PlayerColorRemap.ColorFromHSL(hf, sf, lf);
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CurrentColorPreview1 = PlayerColorRemap.ColorFromHSL(hf, sf, lf);
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CurrentColorPreview2 = PlayerColorRemap.ColorFromHSL(hf, sf, r * lf);
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CurrentColorPreview2 = PlayerColorRemap.ColorFromHSL(hf, sf, r * lf);
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Game.worldRenderer.RefreshPalette();
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}
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}
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void UpdateCurrentMap()
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void UpdateCurrentMap()
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