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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