Use IRender.ScreenBounds in ScreenMap.
Traits are now required to trigger a ScreenMap update whenever they believe that their ScreenBounds have changed.
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@@ -61,22 +61,6 @@ namespace OpenRA.Traits
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public void WorldLoaded(World w, WorldRenderer wr) { worldRenderer = wr; }
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Rectangle FrozenActorBounds(FrozenActor fa)
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{
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var pos = worldRenderer.ScreenPxPosition(fa.CenterPosition);
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var bounds = fa.RenderBounds;
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bounds.Offset(pos.X, pos.Y);
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return bounds;
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}
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Rectangle ActorBounds(Actor a)
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{
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var pos = worldRenderer.ScreenPxPosition(a.CenterPosition);
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var bounds = a.RenderBounds;
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bounds.Offset(pos.X, pos.Y);
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return bounds;
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}
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public void AddOrUpdate(Player viewer, FrozenActor fa)
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{
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if (removeFrozenActors[viewer].Contains(fa))
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@@ -200,11 +184,23 @@ namespace OpenRA.Traits
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return partitionedFrozenActors[p].InBox(r).Where(frozenActorIsValid);
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}
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Rectangle AggregateBounds(IEnumerable<Rectangle> screenBounds)
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{
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if (!screenBounds.Any())
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return Rectangle.Empty;
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var bounds = screenBounds.First();
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foreach (var b in screenBounds.Skip(1))
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bounds = Rectangle.Union(bounds, b);
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return bounds;
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}
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public void Tick()
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{
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foreach (var a in addOrUpdateActors)
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{
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var bounds = ActorBounds(a);
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var bounds = AggregateBounds(a.ScreenBounds(worldRenderer));
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if (!bounds.Size.IsEmpty)
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{
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if (partitionedActors.Contains(a))
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@@ -226,7 +222,7 @@ namespace OpenRA.Traits
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{
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foreach (var fa in kv.Value)
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{
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var bounds = FrozenActorBounds(fa);
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var bounds = AggregateBounds(fa.ScreenBounds);
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if (!bounds.Size.IsEmpty)
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{
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if (partitionedFrozenActors[kv.Key].Contains(fa))
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