Renormalize line endings and fix copyright headers again.
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@@ -53,15 +53,15 @@ namespace OpenRA.Graphics
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public void PlayRepeating( string sequenceName )
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{
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backwards = false;
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tickAlways = false;
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CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if (frame >= CurrentSequence.Length)
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frame = 0;
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backwards = false;
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tickAlways = false;
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CurrentSequence = SequenceProvider.GetSequence(name, sequenceName);
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frame = 0;
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tickFunc = () =>
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{
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++frame;
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if (frame >= CurrentSequence.Length)
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frame = 0;
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};
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}
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@@ -56,8 +56,8 @@ namespace OpenRA.Graphics
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palettes.Add(name, p);
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indices.Add(name, allocated++);
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}
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}
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uint[,] data = new uint[MaxPalettes, 256];
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public void Update(IEnumerable<IPaletteModifier> paletteMods)
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{
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@@ -55,20 +55,20 @@ namespace OpenRA.Graphics
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vertices[nv + 2] = new Vertex(new float2(o.X, o.Y + size.Y),
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r.FastMapTextureCoords(2), attrib);
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vertices[nv + 3] = new Vertex(new float2(o.X + size.X, o.Y + size.Y),
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r.FastMapTextureCoords(3), attrib);
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indices[ni] = (uint)(nv);
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indices[ni + 1] = indices[ni + 3] = (uint)(nv + 1);
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r.FastMapTextureCoords(3), attrib);
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indices[ni] = (uint)(nv);
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indices[ni + 1] = indices[ni + 3] = (uint)(nv + 1);
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indices[ni + 2] = indices[ni + 5] = (uint)(nv + 2);
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indices[ni + 4] = (uint)(nv + 3);
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}
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}
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static readonly int[] channelMasks = { 2, 1, 0, 3 }; // yes, our channel order is nuts.
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public static void FastCopyIntoChannel(Sprite dest, byte[] src)
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{
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var data = dest.sheet.Data;
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var srcStride = dest.bounds.Width;
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var destStride = dest.sheet.Size.Width * 4;
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var destStride = dest.sheet.Size.Width * 4;
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var destOffset = destStride * dest.bounds.Top + dest.bounds.Left * 4 + channelMasks[(int)dest.channel];
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var destSkip = destStride - 4 * srcStride;
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var height = dest.bounds.Height;
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@@ -86,11 +86,11 @@ namespace OpenRA.Graphics
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wr.Draw();
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Widget.DoDraw();
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var cursorName = Widget.RootWidget.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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var cursorSequence = CursorProvider.GetCursorSequence(cursorName);
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cursorSequence.GetSprite((int)cursorFrame).DrawAt(
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Viewport.LastMousePos + Location - cursorSequence.Hotspot,
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var cursorName = Widget.RootWidget.GetCursorOuter(Viewport.LastMousePos) ?? "default";
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var cursorSequence = CursorProvider.GetCursorSequence(cursorName);
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cursorSequence.GetSprite((int)cursorFrame).DrawAt(
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Viewport.LastMousePos + Location - cursorSequence.Hotspot,
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Game.modData.Palette.GetPaletteIndex(cursorSequence.Palette));
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renderer.EndFrame( inputHandler );
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@@ -122,33 +122,33 @@ namespace OpenRA.Graphics
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Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, color, color);
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Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, color, color);
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Game.Renderer.LineRenderer.DrawLine(a, a + c, color, color);
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}
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public void DrawSelectionBox(Actor selectedUnit, Color c)
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{
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var bounds = selectedUnit.GetBounds(false);
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var XY = new float2(bounds.Right, bounds.Bottom);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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public void DrawRollover(Actor unit)
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{
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var selectable = unit.TraitOrDefault<Selectable>();
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if (selectable != null)
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selectable.DrawRollover(this, unit);
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}
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public void DrawSelectionBox(Actor selectedUnit, Color c)
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{
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var bounds = selectedUnit.GetBounds(false);
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var XY = new float2(bounds.Right, bounds.Bottom);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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public void DrawRollover(Actor unit)
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{
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var selectable = unit.TraitOrDefault<Selectable>();
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if (selectable != null)
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selectable.DrawRollover(this, unit);
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}
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public void DrawLocus(Color c, int2[] cells)
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