Change IRenderable.WithPos -> OffsetBy.
This is more appropriate for the actual use cases. Fixes #3621.
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@@ -40,7 +40,7 @@ namespace OpenRA.Graphics
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IRenderable WithScale(float newScale);
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IRenderable WithPalette(PaletteReference newPalette);
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IRenderable WithZOffset(int newOffset);
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IRenderable WithPos(WPos pos);
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IRenderable OffsetBy(WVec offset);
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void BeforeRender(WorldRenderer wr);
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void Render(WorldRenderer wr);
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void RenderDebugGeometry(WorldRenderer wr);
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@@ -75,6 +75,7 @@ namespace OpenRA.Graphics
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: this(sprite, new PPos((int)pos.X, (int)pos.Y).ToWPos(0), z, palette, 1f) { }
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public WPos Pos { get { return pos + offset; } }
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public WVec Offset { get { return offset; } }
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public float Scale { get { return scale; } }
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public PaletteReference Palette { get { return palette; } }
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public int ZOffset { get { return zOffset; } }
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@@ -82,7 +83,7 @@ namespace OpenRA.Graphics
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public IRenderable WithScale(float newScale) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, newScale); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new SpriteRenderable(sprite, pos, offset, zOffset, newPalette, scale); }
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public IRenderable WithZOffset(int newOffset) { return new SpriteRenderable(sprite, pos, offset, newOffset, palette, scale); }
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public IRenderable WithPos(WPos pos) { return new SpriteRenderable(sprite, pos, offset, zOffset, palette, scale); }
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public IRenderable OffsetBy(WVec vec) { return new SpriteRenderable(sprite, pos + vec, offset, zOffset, palette, scale); }
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float2 ScreenPosition(WorldRenderer wr)
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{
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