Turn ModelRenderer and VoxelCache into traits
This commit is contained in:
committed by
Matthias Mailänder
parent
d427072cc9
commit
686040a316
@@ -49,7 +49,6 @@ namespace OpenRA
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public readonly MersenneTwister SharedRandom;
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public readonly MersenneTwister LocalRandom;
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public readonly IModelCache ModelCache;
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public LongBitSet<PlayerBitMask> AllPlayersMask = default;
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public readonly LongBitSet<PlayerBitMask> NoPlayersMask = default;
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@@ -214,8 +213,6 @@ namespace OpenRA
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SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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LocalRandom = new MersenneTwister();
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ModelCache = modData.ModelSequenceLoader.CacheModels(Map, modData, Map.Rules.ModelSequences);
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var worldActorType = type == WorldType.Editor ? SystemActors.EditorWorld : SystemActors.World;
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WorldActor = CreateActor(worldActorType.ToString(), new TypeDictionary());
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ActorMap = WorldActor.Trait<IActorMap>();
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@@ -598,8 +595,6 @@ namespace OpenRA
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if (IsLoadingGameSave)
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Game.Sound.DisableAllSounds = false;
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ModelCache.Dispose();
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// Dispose newer actors first, and the world actor last
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foreach (var a in actors.Values.Reverse())
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a.Dispose();
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