RenderBeforeWorld/RenderAfterWorld split. still need to sort out which behavior belongs where.
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA
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public readonly string[] RearmBuildings = { "fix" };
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}
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class Minelayer : IIssueOrder, IResolveOrder, IOrderCursor, IRenderSelection
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class Minelayer : IIssueOrder, IResolveOrder, IOrderCursor, IPostRenderSelection
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{
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/* [Sync] when sync can cope with arrays! */
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public int2[] minefield = null;
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@@ -120,7 +120,7 @@ namespace OpenRA.Mods.RA
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}
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int2 lastMousePos;
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public void Render(World world)
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public void RenderAfterWorld(World world)
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{
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var ml = minelayer.traits.Get<Minelayer>();
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var movement = minelayer.traits.Get<IMove>();
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@@ -130,10 +130,12 @@ namespace OpenRA.Mods.RA
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Game.world.WorldRenderer.DrawLocus(Color.Cyan, minefield);
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}
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { lastMousePos = xy; return "ability"; } /* todo */
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}
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public void Render(Actor self)
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public void RenderAfterWorld(Actor self)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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@@ -38,7 +38,8 @@ namespace OpenRA.Mods.RA.Orders
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}
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public void Tick(World world) { }
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public void Render(World world) { }
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public void RenderAfterWorld(World world) { }
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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@@ -53,7 +53,8 @@ namespace OpenRA.Mods.RA.Orders
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.Any();
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}
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public void Render( World world ) {}
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public void RenderAfterWorld( World world ) {}
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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@@ -41,7 +41,8 @@ namespace OpenRA.Mods.RA.Orders
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}
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public void Tick( World world ) {}
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public void Render( World world ) {}
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public void RenderAfterWorld( World world ) {}
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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@@ -36,11 +36,13 @@ namespace OpenRA.Mods.RA.Orders
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}
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public void Tick( World world ) { }
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public void Render( World world )
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public void RenderAfterWorld( World world )
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{
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world.WorldRenderer.DrawSelectionBox(self, Color.White);
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}
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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if (!world.LocalPlayer.Shroud.IsExplored(xy))
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@@ -14,9 +14,9 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class RenderDetectionCircleInfo : TraitInfo<RenderDetectionCircle> { }
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class RenderDetectionCircle : IRenderSelection
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class RenderDetectionCircle : IPostRenderSelection
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{
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public void Render(Actor self)
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public void RenderAfterWorld(Actor self)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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@@ -14,9 +14,9 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle> { }
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class RenderRangeCircle : IRenderSelection
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class RenderRangeCircle : IPostRenderSelection
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{
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public void Render(Actor self)
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public void RenderAfterWorld(Actor self)
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{
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if (self.Owner != self.World.LocalPlayer)
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return;
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@@ -93,7 +93,8 @@ namespace OpenRA.Mods.RA
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// TODO: Check if the selected unit is still alive
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}
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public void Render( World world ) { }
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public void RenderAfterWorld( World world ) { }
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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@@ -133,11 +134,13 @@ namespace OpenRA.Mods.RA
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// TODO: Check if the selected unit is still alive
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}
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public void Render(World world)
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public void RenderAfterWorld(World world)
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{
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world.WorldRenderer.DrawSelectionBox(self, Color.Red);
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}
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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if (!world.LocalPlayer.Shroud.IsExplored(xy))
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@@ -95,7 +95,8 @@ namespace OpenRA.Mods.RA
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Game.controller.CancelInputMode();
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}
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public void Render(World world) { }
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public void RenderAfterWorld(World world) { }
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public void RenderBeforeWorld(World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi)
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{
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