pushed bibs down into the smudge layer; made Game static
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@@ -44,6 +44,8 @@ namespace OpenRa.Game.Graphics
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};
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Sprite[][] overlaySprites;
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Sprite[] smudgeSprites;
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SpriteRenderer spriteRenderer;
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Map map;
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@@ -53,8 +55,12 @@ namespace OpenRa.Game.Graphics
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this.map = map;
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overlaySprites = new Sprite[ overlaySpriteNames.Length ][];
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for( int i = 0 ; i < overlaySpriteNames.Length ; i++ )
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overlaySprites[ i ] = SpriteSheetBuilder.LoadAllSprites( overlaySpriteNames[ i ], ".shp", ".tem", ".sno" );
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for (int i = 0; i < overlaySpriteNames.Length; i++)
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overlaySprites[i] = SpriteSheetBuilder.LoadAllSprites(overlaySpriteNames[i], ".shp", ".tem", ".sno");
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/* todo: add the rest of the smudge sprites */
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smudgeSprites = new[] { "bib3", "bib2" }.SelectMany(
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f => SpriteSheetBuilder.LoadAllSprites(f, ".shp", ".tem", ".sno")).ToArray();
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}
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public void Draw()
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@@ -62,7 +68,15 @@ namespace OpenRa.Game.Graphics
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for( int y = 0 ; y < 128 ; y++ )
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for (int x = 0; x < 128; x++)
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{
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var o = map.MapTiles[x, y].overlay;
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var tr = map.MapTiles[x,y];
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if (tr.smudge != 0 && tr.smudge <= smudgeSprites.Length)
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{
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var location = new int2(x, y);
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spriteRenderer.DrawSprite(smudgeSprites[tr.smudge - 1],
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Game.CellSize * (float2)(location - map.Offset), 0);
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}
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var o = tr.overlay;
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if (o < overlaySprites.Length)
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{
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var location = new int2(x, y);
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