Fix selection decorations being drawn behind fog.
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@@ -31,8 +31,10 @@ namespace OpenRA.Traits
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public void RenderAfterWorld(WorldRenderer wr)
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public void RenderAfterWorld(WorldRenderer wr)
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{
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{
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var bounds = self.Bounds.Value;
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if (self.World.FogObscures(self))
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return;
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var bounds = self.Bounds.Value;
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var xy = new float2(bounds.Left, bounds.Top);
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var xy = new float2(bounds.Left, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var xY = new float2(bounds.Left, bounds.Bottom);
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@@ -100,6 +100,7 @@ namespace OpenRA.Mods.RA
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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{
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{
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// TODO: Make this consistent with everything else that adds animations to RenderSimple.
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if ((self.Owner == self.World.LocalPlayer || self.World.LocalPlayer == null) && Level > 0)
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if ((self.Owner == self.World.LocalPlayer || self.World.LocalPlayer == null) && Level > 0)
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return InnerModifyRender(self, wr, r);
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return InnerModifyRender(self, wr, r);
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else
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else
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@@ -112,6 +113,10 @@ namespace OpenRA.Mods.RA
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yield return rs;
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yield return rs;
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RankAnim.Tick(); // HACK
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RankAnim.Tick(); // HACK
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if (self.World.FogObscures(self))
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yield break;
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var bounds = self.Bounds.Value;
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var bounds = self.Bounds.Value;
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yield return new Renderable(RankAnim.Image, new float2(bounds.Right - 6, bounds.Bottom - 8),
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yield return new Renderable(RankAnim.Image, new float2(bounds.Right - 6, bounds.Bottom - 8),
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wr.Palette("effect"), self.CenterLocation.Y);
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wr.Palette("effect"), self.CenterLocation.Y);
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