remove unitinfluence debug, not needed anymore
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@@ -92,7 +92,6 @@ namespace OpenRA.Graphics
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foreach (var image in SpritesToRender() )
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image.Sprite.DrawAt(image.Pos, this.GetPaletteIndex(image.Palette), image.Scale);
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uiOverlay.Draw(this, world);
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// added for contrails
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foreach (var a in world.Actors)
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@@ -38,20 +38,6 @@ namespace OpenRA
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return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize));
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}
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public void Draw( WorldRenderer wr, World world )
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{
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if( world.LocalPlayer == null ) return;
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if (world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().UnitInfluenceDebug)
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{
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var uim = world.WorldActor.Trait<UnitInfluence>();
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for (var i = world.Map.Bounds.Left; i < world.Map.Bounds.Right; i++)
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for (var j = world.Map.Bounds.Top; j < world.Map.Bounds.Bottom; j++)
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if (uim.GetUnitsAt(new int2(i, j)).Any())
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unitDebug.DrawAt(wr, Game.CellSize * new float2(i, j), "terrain");
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}
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}
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public void DrawGrid( WorldRenderer wr, Dictionary<int2, bool> cells )
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{
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foreach( var c in cells )
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