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