Moved our TerrainRender ref into WorldRenderer; TR.tileSet want to be somewhere else (it's not just renderer, it affects pathing)
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@@ -20,7 +20,6 @@ namespace OpenRa.Game
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public static World world;
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public static Map map;
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static TreeCache treeCache;
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public static TerrainRenderer terrain;
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public static Viewport viewport;
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public static PathFinder PathFinder;
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public static WorldRenderer worldRenderer;
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@@ -51,11 +50,10 @@ namespace OpenRa.Game
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var mapFile = new IniFile(FileSystem.Open(mapName));
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map = new Map(mapFile);
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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FileSystem.Mount(new Package(map.Theater + ".mix"));
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viewport = new Viewport( clientSize, map.Offset, map.Offset + map.Size, renderer );
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terrain = new TerrainRenderer(renderer, map, viewport);
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world = new World();
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treeCache = new TreeCache(map);
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@@ -68,11 +66,11 @@ namespace OpenRa.Game
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LoadMapBuildings(mapFile);
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LoadMapUnits(mapFile);
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PathFinder = new PathFinder(map, terrain.tileSet);
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controller = new Controller();
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worldRenderer = new WorldRenderer(renderer);
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PathFinder = new PathFinder( map, worldRenderer.terrainRenderer.tileSet );
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soundEngine = new ISoundEngine();
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sounds = new Cache<string, ISoundSource>(LoadSound);
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@@ -144,7 +142,7 @@ namespace OpenRa.Game
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return map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(umt,
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terrain.tileSet.GetWalkability(map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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worldRenderer.terrainRenderer.tileSet.GetWalkability( map.MapTiles[ a.X, a.Y ] ) ) < double.PositiveInfinity;
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}
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static IEnumerable<Actor> FindUnits(float2 a, float2 b)
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