Unhardcode internal terrain palette name from all over the codebase
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@@ -16,8 +16,6 @@ namespace OpenRA.Graphics
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{
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sealed class TerrainRenderer : IDisposable
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{
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const string TerrainPalette = "terrain";
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readonly World world;
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readonly Dictionary<string, TerrainSpriteLayer> spriteLayers = new Dictionary<string, TerrainSpriteLayer>();
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readonly Theater theater;
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@@ -33,7 +31,7 @@ namespace OpenRA.Graphics
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foreach (var template in world.TileSet.Templates)
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{
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var palette = template.Value.Palette ?? TerrainPalette;
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var palette = template.Value.Palette ?? TileSet.TerrainPaletteInternalName;
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spriteLayers.GetOrAdd(palette, pal =>
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new TerrainSpriteLayer(world, wr, theater.Sheet, BlendMode.Alpha, wr.Palette(palette), wr.World.Type != WorldType.Editor));
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}
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@@ -48,7 +46,7 @@ namespace OpenRA.Graphics
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public void UpdateCell(CPos cell)
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{
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var tile = mapTiles[cell];
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var palette = world.TileSet.Templates[tile.Type].Palette ?? TerrainPalette;
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var palette = world.TileSet.Templates[tile.Type].Palette ?? TileSet.TerrainPaletteInternalName;
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var sprite = theater.TileSprite(tile);
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foreach (var kv in spriteLayers)
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kv.Value.Update(cell, palette == kv.Key ? sprite : null);
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