Remove internal state from ISpriteSequence API.
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@@ -61,9 +61,9 @@ namespace OpenRA.Graphics
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var imageRenderable = new SpriteRenderable(image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, CurrentSequence.Scale, alpha, float3.Ones, tintModifiers, IsDecoration,
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rotation);
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if (CurrentSequence.ShadowStart >= 0)
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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if (shadow != null)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, CurrentSequence.Scale, 1f, float3.Ones, tintModifiers,
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true, rotation);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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@@ -80,9 +80,9 @@ namespace OpenRA.Graphics
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var alpha = CurrentSequence.GetAlpha(CurrentFrame);
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var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale, alpha, rotation);
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if (CurrentSequence.ShadowStart >= 0)
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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if (shadow != null)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
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var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale, 1f, rotation);
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return new IRenderable[] { shadowRenderable, imageRenderable };
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