Split IFinalizedRenderable from Renderable to remove mutable structs.
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@@ -15,7 +15,7 @@ using OpenRA.Graphics;
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namespace OpenRA.Mods.RA.Graphics
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{
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struct TeslaZapRenderable : IRenderable
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struct TeslaZapRenderable : IRenderable, IFinalizedRenderable
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{
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static int[][] steps = new[]
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{
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA.Graphics
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WPos cachedPos;
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WVec cachedLength;
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IEnumerable<IRenderable> cache;
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IEnumerable<IFinalizedRenderable> cache;
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public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
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{
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA.Graphics
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cachedPos = WPos.Zero;
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cachedLength = WVec.Zero;
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cache = new IRenderable[] { };
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cache = new IFinalizedRenderable[] { };
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}
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public WPos Pos { get { return pos; } }
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA.Graphics
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public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public void Render(WorldRenderer wr)
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{
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@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Graphics
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cache.Do(c => c.Render(wr));
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}
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public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
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public IEnumerable<IFinalizedRenderable> GenerateRenderables(WorldRenderer wr)
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{
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var bright = wr.World.Map.SequenceProvider.GetSequence(image, "bright");
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var dim = wr.World.Map.SequenceProvider.GetSequence(image, "dim");
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@@ -93,13 +93,13 @@ namespace OpenRA.Mods.RA.Graphics
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yield return z;
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}
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static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
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static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
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{
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var z = float2.Zero; /* hack */
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var dist = to - from;
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var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
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var renderables = new List<IRenderable>();
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var renderables = new List<IFinalizedRenderable>();
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if (Game.CosmeticRandom.Next(2) != 0)
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{
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var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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@@ -120,12 +120,12 @@ namespace OpenRA.Mods.RA.Graphics
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return renderables;
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}
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static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
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static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
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{
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var dist = to - from;
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var q = new float2(-dist.Y, dist.X);
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var c = -float2.Dot(from, q);
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var rs = new List<IRenderable>();
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var rs = new List<IFinalizedRenderable>();
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var z = from;
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var pal = wr.Palette(palette);
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@@ -135,7 +135,7 @@ namespace OpenRA.Mods.RA.Graphics
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.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
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var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
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rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
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rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true).PrepareRender(wr));
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z += new float2(step[0], step[1]);
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if (rs.Count >= 1000)
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