RGBASpriteRender doesn't care about palettes
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@@ -123,20 +123,20 @@ namespace OpenRA.Mods.RA.Widgets
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{
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radarCollection = "radar-" + world.LocalPlayer.Country.Race;
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "left"), radarOrigin, "chrome");
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "right"), radarOrigin + new float2(201, 0), "chrome");
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "bottom"), radarOrigin + new float2(0, 192), "chrome");
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "bg"), radarOrigin + new float2(9, 0), "chrome");
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "left"), radarOrigin);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "right"), radarOrigin + new float2(201, 0));
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "bottom"), radarOrigin + new float2(0, 192));
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(ChromeProvider.GetImage(radarCollection, "bg"), radarOrigin + new float2(9, 0));
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// Don't draw the radar if the tray is moving
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if (radarAnimationFrame >= radarSlideAnimationLength)
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{
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var o = new float2(mapRect.Location.X, mapRect.Location.Y + world.Map.Height * previewScale * (1 - radarMinimapHeight)/2);
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var s = new float2(mapRect.Size.Width, mapRect.Size.Height*radarMinimapHeight);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(terrainSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(customTerrainSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(actorSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(shroudSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(terrainSprite, o, s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(customTerrainSprite, o, s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(actorSprite, o, s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(shroudSprite, o, s);
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Game.Renderer.RgbaSpriteRenderer.Flush();
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// Draw viewport rect
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