Use PaletteReferences everywhere.
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@@ -151,8 +151,9 @@ namespace OpenRA.Mods.RA
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos);
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var tiles = world.FindTilesInCircle(xy, range);
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var pal = wr.Palette("terrain");
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foreach (var t in tiles)
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tile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
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tile.DrawAt(t.ToPPos().ToFloat2(), pal);
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}
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public string GetCursor(World world, CPos xy, MouseInput mi)
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@@ -230,14 +231,15 @@ namespace OpenRA.Mods.RA
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public void RenderBeforeWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos);
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var pal = wr.Palette("terrain");
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// Source tiles
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foreach (var t in world.FindTilesInCircle(sourceLocation, range))
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sourceTile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
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sourceTile.DrawAt(t.ToPPos().ToFloat2(), pal);
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// Destination tiles
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foreach (var t in world.FindTilesInCircle(xy, range))
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sourceTile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
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sourceTile.DrawAt(t.ToPPos().ToFloat2(), pal);
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// Unit previews
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foreach (var unit in power.UnitsInRange(sourceLocation))
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@@ -257,7 +259,7 @@ namespace OpenRA.Mods.RA
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var canEnter = ((manager.self.Owner.Shroud.IsExplored(targetCell) || manager.self.Owner.HasFogVisibility()) &&
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unit.Trait<Chronoshiftable>().CanChronoshiftTo(unit,targetCell));
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var tile = canEnter ? validTile : invalidTile;
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tile.DrawAt(wr, targetCell.ToPPos().ToFloat2(), "terrain");
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tile.DrawAt(targetCell.ToPPos().ToFloat2(), pal);
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}
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}
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}
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@@ -98,8 +98,9 @@ namespace OpenRA.Mods.RA
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public void RenderBeforeWorld(WorldRenderer wr, World world)
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{
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var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos);
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var pal = wr.Palette("terrain");
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foreach (var t in world.FindTilesInCircle(xy, range))
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tile.DrawAt( wr, t.ToPPos().ToFloat2(), "terrain" );
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tile.DrawAt(t.ToPPos().ToFloat2(), pal);
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}
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public string GetCursor(World world, CPos xy, MouseInput mi)
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