Change animations to use the proper SequenceProvider
Remove references to the global "Game" and use the SequenceProvider of the current world/map.
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@@ -21,15 +21,15 @@ namespace OpenRA.Mods.RA.Render
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public override object Create(ActorInitializer init) { return new RenderBuildingWarFactory( init, this ); }
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/* get around unverifiability */
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IEnumerable<IRenderable> BaseBuildingPreview(ActorInfo building, PaletteReference pr)
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IEnumerable<IRenderable> BaseBuildingPreview(World world, ActorInfo building, PaletteReference pr)
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{
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return base.RenderPreview(building, pr);
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return base.RenderPreview(world, building, pr);
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}
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public override IEnumerable<IRenderable> RenderPreview(ActorInfo building, PaletteReference pr)
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public override IEnumerable<IRenderable> RenderPreview(World world, ActorInfo building, PaletteReference pr)
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{
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var p = BaseBuildingPreview(building, pr);
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var anim = new Animation(RenderSprites.GetImage(building), () => 0);
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var p = BaseBuildingPreview(world, building, pr);
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var anim = new Animation(world, RenderSprites.GetImage(building), () => 0);
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anim.PlayRepeating("idle-top");
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return p.Concat(anim.Render(WPos.Zero, WVec.Zero, 0, pr, Scale));
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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Render
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public RenderBuildingWarFactory(ActorInitializer init, RenderBuildingInfo info)
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: base(init, info)
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{
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roof = new Animation(GetImage(init.self));
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roof = new Animation(init.world, GetImage(init.self));
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var bi = init.self.Info.Traits.Get<BuildingInfo>();
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// Additional 512 units move from center -> top of cell
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