StyleCop clean OpenRA.Game
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@@ -101,9 +101,9 @@ namespace OpenRA.Mods.Common.Graphics
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public void Render(WorldRenderer wr)
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{
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// TODO: This is a temporary workaround until we have a proper ramp-aware height calculation
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var groundPos = wr.world.Map.CenterOfCell(wr.world.Map.CellContaining(pos));
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var groundPos = wr.World.Map.CenterOfCell(wr.World.Map.CellContaining(pos));
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var ts = Game.modData.Manifest.TileSize;
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var ts = Game.ModData.Manifest.TileSize;
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var groundZ = ts.Height * (groundPos.Z - pos.Z) / 1024f;
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var pxOrigin = wr.ScreenPosition(pos);
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@@ -115,7 +115,7 @@ namespace OpenRA.Mods.Common.Graphics
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var sc = shadowOrigin + psb[1];
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var sd = shadowOrigin + psb[3];
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.size);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.Size);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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@@ -125,8 +125,8 @@ namespace OpenRA.Mods.Common.Graphics
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f * renderProxy.Sprite.size;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);
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var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, Color.Red);
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// Draw transformed shadow sprite rect
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var c = Color.Purple;
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