Fix turret positioning in the map editor.
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@@ -66,9 +66,10 @@ namespace OpenRA.Graphics
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return new IRenderable[] { imageRenderable };
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}
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public IRenderable[] RenderUI(int2 pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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public IRenderable[] RenderUI(WorldRenderer wr, int2 pos, WVec offset, int zOffset, PaletteReference palette, float scale)
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{
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var imagePos = pos - new int2((int)(scale * Image.Size.X / 2), (int)(scale * Image.Size.Y / 2));
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var screenOffset = (scale * wr.ScreenVectorComponents(offset)).XY.ToInt2();
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var imagePos = pos + screenOffset - new int2((int)(scale * Image.Size.X / 2), (int)(scale * Image.Size.Y / 2));
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var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale);
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if (CurrentSequence.ShadowStart >= 0)
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Effects
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IEnumerable<IRenderable> IEffectAnnotation.RenderAnnotation(WorldRenderer wr)
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{
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var screenPos = wr.Viewport.WorldToViewPx(wr.ScreenPxPosition(pos));
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return anim.RenderUI(screenPos, WVec.Zero, 0, wr.Palette(palette), 1f);
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return anim.RenderUI(wr, screenPos, WVec.Zero, 0, wr.Palette(palette), 1f);
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}
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}
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}
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Graphics
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IEnumerable<IRenderable> IActorPreview.RenderUI(WorldRenderer wr, int2 pos, float scale)
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{
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return animation.RenderUI(pos, offset(), zOffset(), pr, scale);
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return animation.RenderUI(wr, pos, offset(), zOffset(), pr, scale);
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}
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IEnumerable<IRenderable> IActorPreview.Render(WorldRenderer wr, WPos pos)
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