Remove hardcoded limitation on mapsize everywhere except minimap
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@@ -30,22 +30,31 @@ namespace OpenRA
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{
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public class Shroud
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{
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bool[,] explored = new bool[128, 128];
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bool[,] explored;
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Sprite[] shadowBits = SpriteSheetBuilder.LoadAllSprites("shadow");
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Sprite[,] sprites = new Sprite[128, 128];
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Sprite[,] sprites;
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField;
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bool[,] gapActive;
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bool dirty = true;
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bool hasGPS = false;
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Player owner;
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Map map;
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public Rectangle? bounds;
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public Shroud(Player owner, Map map) { this.owner = owner; this.map = map; }
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int gapOpaqueTicks = (int)(Rules.General.GapRegenInterval * 25 * 60);
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int gapTicks;
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int[,] gapField = new int[128, 128];
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bool[,] gapActive = new bool[128, 128];
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public Shroud(Player owner, Map map)
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{
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this.owner = owner;
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this.map = map;
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explored = new bool[map.MapSize, map.MapSize];
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sprites = new Sprite[map.MapSize, map.MapSize];
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gapField = new int[map.MapSize, map.MapSize];
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gapActive = new bool[map.MapSize, map.MapSize];
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}
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public bool HasGPS
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{
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get { return hasGPS; }
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@@ -57,7 +66,7 @@ namespace OpenRA
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if (gapTicks > 0) { --gapTicks; return; }
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// Clear active flags
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gapActive = new bool[128, 128];
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gapActive = new bool[map.MapSize, map.MapSize];
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foreach (var a in world.Queries.WithTrait<GeneratesGap>().Where(a => owner != a.Actor.Owner))
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foreach (var t in a.Trait.GetShroudedTiles())
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{
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