Replace projectile, WithShadow, WithParachute shadows with tint effects.
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@@ -37,9 +37,12 @@ namespace OpenRA.Mods.Common.Projectiles
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[Desc("Palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Should the projectile's shadow be rendered?")]
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[Desc("Does this projectile have a shadow?")]
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public readonly bool Shadow = false;
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[Desc("Color to draw shadow if Shadow is true.")]
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public readonly Color ShadowColor = Color.FromArgb(140, 0, 0, 0);
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[Desc("Minimum vertical launch angle (pitch).")]
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public readonly WAngle MinimumLaunchAngle = new WAngle(-64);
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@@ -180,6 +183,9 @@ namespace OpenRA.Mods.Common.Projectiles
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readonly WAngle minLaunchAngle;
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readonly WAngle maxLaunchAngle;
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readonly float3 shadowColor;
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readonly float shadowAlpha;
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int ticks;
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int ticksToNextSmoke;
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@@ -264,6 +270,9 @@ namespace OpenRA.Mods.Common.Projectiles
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trailPalette = info.TrailPalette;
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if (info.TrailUsePlayerPalette)
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trailPalette += args.SourceActor.Owner.InternalName;
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shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f;
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shadowAlpha = info.ShadowColor.A;
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}
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static int LoopRadius(int speed, int rot)
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@@ -916,8 +925,10 @@ namespace OpenRA.Mods.Common.Projectiles
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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var shadowPos = pos - new WVec(0, 0, dat.Length);
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foreach (var r in anim.Render(shadowPos, wr.Palette("shadow")))
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yield return r;
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foreach (var r in anim.Render(shadowPos, wr.Palette(info.Palette)))
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yield return ((IModifyableRenderable)r)
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.WithTint(shadowColor, ((IModifyableRenderable)r).TintModifiers | TintModifiers.ReplaceColor)
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.WithAlpha(shadowAlpha);
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}
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var palette = wr.Palette(info.Palette + (info.IsPlayerPalette ? args.SourceActor.Owner.InternalName : ""));
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