Deduplicate shroud rendering code
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@@ -151,65 +151,39 @@ namespace OpenRA
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var minx = clipRect.Left;
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var maxx = clipRect.Right;
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var shroudPalette = Game.world.WorldRenderer.GetPaletteIndex("fog");
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DrawShroud( minx, miny, maxx, maxy, fogSprites, "fog" );
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DrawShroud( minx, miny, maxx, maxy, sprites, "shroud" );
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}
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void DrawShroud( int minx, int miny, int maxx, int maxy, Sprite[,] s, string pal )
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{
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var shroudPalette = Game.world.WorldRenderer.GetPaletteIndex(pal);
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for (var j = miny; j < maxy; j++)
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{
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var starti = minx;
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for (var i = minx; i < maxx; i++)
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{
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if (fogSprites[i, j] == shadowBits[0x0f])
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if (s[i, j] == shadowBits[0x0f])
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continue;
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if (starti != i)
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{
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fogSprites[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (i - starti), Game.CellSize));
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starti = i+1;
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}
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fogSprites[i, j].DrawAt(
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Game.CellSize * new float2(i, j),
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shroudPalette);
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starti = i+1;
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}
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if (starti < maxx)
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fogSprites[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (maxx - starti), Game.CellSize));
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}
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shroudPalette = Game.world.WorldRenderer.GetPaletteIndex("shroud");
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for (var j = miny; j < maxy; j++)
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{
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var starti = minx;
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for (var i = minx; i < maxx; i++)
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{
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if (sprites[i, j] == shadowBits[0x0f])
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continue;
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if (starti != i)
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{
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sprites[starti, j].DrawAt(
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s[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (i - starti), Game.CellSize));
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starti = i + 1;
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}
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sprites[i, j].DrawAt(
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s[i, j].DrawAt(
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Game.CellSize * new float2(i, j),
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shroudPalette);
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starti = i + 1;
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}
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if (starti < maxx)
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sprites[starti, j].DrawAt(
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s[starti, j].DrawAt(
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Game.CellSize * new float2(starti, j),
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shroudPalette,
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new float2(Game.CellSize * (maxx - starti), Game.CellSize));
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