Change indexes into tile arrays to be stored as bytes to save memory.
The index value needs only be big enough to handle all defined terrain types. This is a low number so we can save memory by defining it as a byte. This particularly saves memory for the CustomTerrain field in the Map class, which defines a cell layer for the map using tile indexes, so we can reduce the size of that layer 4x as a result.
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@@ -115,7 +115,7 @@ namespace OpenRA.Graphics
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var mapX = x + b.Left;
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var mapY = y + b.Top;
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var custom = map.CustomTerrain[mapX, mapY];
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if (custom == -1)
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if (custom == byte.MaxValue)
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continue;
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colors[y * stride + x] = world.TileSet[custom].Color.ToArgb();
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}
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