StyleCop clean OpenRA.Game
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@@ -161,8 +161,8 @@ namespace OpenRA.Graphics
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var sprite = sheetBuilder.Allocate(spriteSize, spriteOffset);
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var shadowSprite = sheetBuilder.Allocate(shadowSpriteSize, shadowSpriteOffset);
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var sb = sprite.bounds;
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var ssb = shadowSprite.bounds;
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var sb = sprite.Bounds;
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var ssb = shadowSprite.Bounds;
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var spriteCenter = new float2(sb.Left + sb.Width / 2, sb.Top + sb.Height / 2);
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var shadowCenter = new float2(ssb.Left + ssb.Width / 2, ssb.Top + ssb.Height / 2);
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@@ -171,7 +171,7 @@ namespace OpenRA.Graphics
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var correctionTransform = Util.MatrixMultiply(translateMtx, FlipMtx);
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var shadowCorrectionTransform = Util.MatrixMultiply(shadowTranslateMtx, ShadowScaleFlipMtx);
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doRender.Add(Pair.New<Sheet, Action>(sprite.sheet, () =>
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doRender.Add(Pair.New<Sheet, Action>(sprite.Sheet, () =>
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{
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foreach (var v in voxels)
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{
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@@ -262,7 +262,7 @@ namespace OpenRA.Graphics
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shader.SetVec("AmbientLight", ambientLight, 3);
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shader.SetVec("DiffuseLight", diffuseLight, 3);
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shader.Render(() => renderer.DrawBatch(Game.modData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
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shader.Render(() => renderer.DrawBatch(Game.ModData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
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}
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public void BeginFrame()
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