Use cached world instead of query in SmudgeLayer

This commit is contained in:
reaperrr
2020-08-23 13:07:00 +02:00
committed by abcdefg30
parent e4e1878a4b
commit 7395a3ed2d

View File

@@ -117,7 +117,7 @@ namespace OpenRA.Mods.Common.Traits
throw new InvalidDataException("Smudges specify different blend modes. "
+ "Try using different smudge types for smudges that use different blend modes.");
render = new TerrainSpriteLayer(w, wr, sheet, blendMode, wr.Palette(Info.Palette), wr.World.Type != WorldType.Editor);
render = new TerrainSpriteLayer(w, wr, sheet, blendMode, wr.Palette(Info.Palette), w.Type != WorldType.Editor);
// Add map smudges
foreach (var kv in Info.InitialSmudges)
@@ -184,7 +184,7 @@ namespace OpenRA.Mods.Common.Traits
var remove = new List<CPos>();
foreach (var kv in dirty)
{
if (!self.World.FogObscures(kv.Key))
if (!world.FogObscures(kv.Key))
{
// A null Sequence
if (kv.Value.Sequence == null)