pass worldRenderer around as necessary
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@@ -10,6 +10,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Orders
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{
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@@ -43,8 +44,8 @@ namespace OpenRA.Orders
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}
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public virtual void Tick(World world) { }
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public void RenderAfterWorld(World world) { }
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public void RenderBeforeWorld(World world) { }
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public void RenderAfterWorld(WorldRenderer wr, World world) { }
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public void RenderBeforeWorld(WorldRenderer wr, World world) { }
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public string GetCursor(World world, int2 xy, MouseInput mi) { return world.Map.IsInMap(xy) ? cursor : "generic-blocked"; }
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}
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@@ -9,6 +9,7 @@
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#endregion
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using System.Collections.Generic;
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using OpenRA.Graphics;
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namespace OpenRA
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{
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@@ -16,8 +17,8 @@ namespace OpenRA
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{
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IEnumerable<Order> Order(World world, int2 xy, MouseInput mi);
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void Tick(World world);
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void RenderBeforeWorld(World world);
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void RenderAfterWorld(World world);
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void RenderBeforeWorld(WorldRenderer wr, World world);
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void RenderAfterWorld(WorldRenderer wr, World world);
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string GetCursor(World world, int2 xy, MouseInput mi);
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}
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}
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@@ -6,13 +6,12 @@
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Orders
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{
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@@ -41,22 +40,22 @@ namespace OpenRA.Orders
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public void Tick( World world ) {}
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public void RenderBeforeWorld(World world)
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public void RenderBeforeWorld( WorldRenderer wr, World world )
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{
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
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t.RenderBeforeWorld(a);
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t.RenderBeforeWorld( wr, a );
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Game.Renderer.Flush();
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}
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public void RenderAfterWorld( World world )
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public void RenderAfterWorld( WorldRenderer wr, World world )
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{
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
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t.RenderAfterWorld(a);
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t.RenderAfterWorld( wr, a );
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Game.Renderer.Flush();
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}
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