RenderBeforeWorld/RenderAfterWorld split. still need to sort out which behavior belongs where.
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@@ -98,6 +98,13 @@ namespace OpenRA.Graphics
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Game.Renderer.Device.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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terrainRenderer.Draw(Game.viewport);
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.RenderBeforeWorld(world);
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Game.Renderer.SpriteRenderer.Flush();
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Game.Renderer.LineRenderer.Flush();
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foreach (var image in worldSprites)
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Game.Renderer.SpriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
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uiOverlay.Draw(world);
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@@ -105,7 +112,7 @@ namespace OpenRA.Graphics
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DrawBandBox();
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if (Game.controller.orderGenerator != null)
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Game.controller.orderGenerator.Render(world);
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Game.controller.orderGenerator.RenderAfterWorld(world);
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if (world.LocalPlayer != null)
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world.LocalPlayer.Shroud.Draw();
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