pass worldRenderer around as necessary

This commit is contained in:
Bob
2010-10-11 19:42:07 +13:00
parent 10bf85f57e
commit ab1e930ba3
34 changed files with 116 additions and 118 deletions

View File

@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA
}
}
public void Render()
public void Render( WorldRenderer wr )
{
var cliprect = Game.viewport.ShroudBounds().HasValue
? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
@@ -85,7 +85,7 @@ namespace OpenRA.Mods.RA
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key))
continue;
smudgeSprites[kv.Value.type- 1][kv.Value.image].DrawAt(
smudgeSprites[kv.Value.type- 1][kv.Value.image].DrawAt( wr,
Game.CellSize * kv.Key, "terrain");
}
}