Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.
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@@ -83,14 +83,14 @@ namespace OpenRA.Traits
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float2.Lerp(xy, Xy, value);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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wlr.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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wlr.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
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wlr.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
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wlr.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
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wlr.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
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}
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void DrawHealthBar(Actor self, float2 xy, float2 Xy)
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@@ -114,14 +114,14 @@ namespace OpenRA.Traits
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var z = float2.Lerp(xy, Xy, (float)health.HP / health.MaxHP);
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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wlr.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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wlr.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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wlr.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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wlr.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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wlr.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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if (health.DisplayHp != health.HP)
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{
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@@ -133,9 +133,9 @@ namespace OpenRA.Traits
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deltaColor.B / 2);
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var zz = float2.Lerp(xy, Xy, (float)health.DisplayHp / health.MaxHP);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
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wlr.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
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wlr.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
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wlr.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
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}
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}
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@@ -223,14 +223,15 @@ namespace OpenRA.Traits
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var c = Color.Green;
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var wlr = Game.Renderer.WorldLineRenderer;
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foreach (var step in targets.Select(p => p.CenterLocation))
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{
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var stp = step + alt;
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(start, stp, c, c);
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wlr.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
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wlr.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
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wlr.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
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wlr.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
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wlr.DrawLine(start, stp, c, c);
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start = stp;
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}
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}
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