Decompose RenderInfantry into WithInfantryBody and RenderSprites.
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@@ -13,21 +13,23 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Traits
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{
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class RenderDisguiseInfo : RenderInfantryInfo, Requires<DisguiseInfo>
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class WithDisguisingInfantryBodyInfo : WithInfantryBodyInfo, Requires<DisguiseInfo>
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{
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public override object Create(ActorInitializer init) { return new RenderDisguise(init, this); }
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public override object Create(ActorInitializer init) { return new WithDisguisingInfantryBody(init, this); }
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}
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class RenderDisguise : RenderInfantry
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class WithDisguisingInfantryBody : WithInfantryBody
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{
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RenderDisguiseInfo info;
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readonly WithDisguisingInfantryBodyInfo info;
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readonly Disguise disguise;
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readonly RenderSprites rs;
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string intendedSprite;
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Disguise disguise;
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public RenderDisguise(ActorInitializer init, RenderDisguiseInfo info)
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public WithDisguisingInfantryBody(ActorInitializer init, WithDisguisingInfantryBodyInfo info)
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: base(init, info)
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{
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this.info = info;
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rs = init.Self.Trait<RenderSprites>();
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disguise = init.Self.Trait<Disguise>();
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intendedSprite = disguise.AsSprite;
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}
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@@ -37,8 +39,8 @@ namespace OpenRA.Mods.RA.Traits
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if (disguise.AsSprite != intendedSprite)
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{
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intendedSprite = disguise.AsSprite;
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DefaultAnimation.ChangeImage(intendedSprite ?? GetImage(self), info.StandAnimations.Random(Game.CosmeticRandom));
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UpdatePalette();
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DefaultAnimation.ChangeImage(intendedSprite ?? rs.GetImage(self), info.StandSequences.Random(Game.CosmeticRandom));
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rs.UpdatePalette();
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}
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base.Tick(self);
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