Introduce IRenderable.IsDecoration and AsDecoration.
These are used to filter *Renderables that shouldn't be copied for things like highlight or shadow.
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@@ -17,6 +17,7 @@ namespace OpenRA.Graphics
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{
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string name;
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public Sequence CurrentSequence { get; private set; }
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public bool IsDecoration = false;
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int frame = 0;
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bool backwards = false;
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bool tickAlways;
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@@ -43,10 +44,10 @@ namespace OpenRA.Graphics
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if (CurrentSequence.ShadowStart >= 0)
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{
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var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
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yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
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yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true);
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}
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yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale);
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yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration);
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}
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public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette)
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