Rename WorldRenderer.Position -> ProjectedPosition.
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
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var bounds = self.Bounds;
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bounds.Offset(pos.X, pos.Y);
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var spaceBuffer = (int)(10 / wr.Viewport.Zoom);
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var effectPos = wr.Position(new int2(pos.X, bounds.Y - spaceBuffer));
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var effectPos = wr.ProjectedPosition(new int2(pos.X, bounds.Y - spaceBuffer));
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yield return new TextRenderable(font, effectPos, 0, color, name);
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}
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@@ -145,7 +145,7 @@ namespace OpenRA.Mods.Common.Traits
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pxPos += info.Offset;
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// HACK: Because WorldRenderer.Position() does not care about terrain height at the location
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var renderPos = wr.Position(pxPos);
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var renderPos = wr.ProjectedPosition(pxPos);
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renderPos = new WPos(renderPos.X, renderPos.Y + self.CenterPosition.Z, self.CenterPosition.Z);
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anim.Tick();
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@@ -237,8 +237,8 @@ namespace OpenRA.Mods.Common.Widgets
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// Draw viewport rect
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if (hasRadar)
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{
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var tl = CellToMinimapPixel(world.Map.CellContaining(worldRenderer.Position(worldRenderer.Viewport.TopLeft)));
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var br = CellToMinimapPixel(world.Map.CellContaining(worldRenderer.Position(worldRenderer.Viewport.BottomRight)));
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var tl = CellToMinimapPixel(world.Map.CellContaining(worldRenderer.ProjectedPosition(worldRenderer.Viewport.TopLeft)));
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var br = CellToMinimapPixel(world.Map.CellContaining(worldRenderer.ProjectedPosition(worldRenderer.Viewport.BottomRight)));
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Game.Renderer.EnableScissor(mapRect);
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DrawRadarPings();
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