Unhardcode terrain types. Needs a bit more work re initialization and bridges
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@@ -330,7 +330,7 @@ namespace OpenRA.Editor
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surface1.Invalidate();
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}
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}
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void SavePreviewImage(string filepath)
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{
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var Map = surface1.Map;
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@@ -338,19 +338,15 @@ namespace OpenRA.Editor
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var xs = Map.TopLeft.X;
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var ys = Map.TopLeft.Y;
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var terrainTypeColors = new TerrainColorSet(colors);
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var bitmap = new Bitmap(Map.Width, Map.Height);
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for (var x = 0; x < Map.Width; x++)
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for (var y = 0; y < Map.Height; y++)
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bitmap.SetPixel(x, y, terrainTypeColors.ColorForTerrainType(
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tileset.GetTerrainType(Map.MapTiles[x + xs, y + ys])));
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bitmap.SetPixel(x, y, tileset.Terrain[tileset.GetTerrainType(Map.MapTiles[x + xs, y + ys])].Color);
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for (var x = 0; x < Map.Width; x++)
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for (var y = 0; y < Map.Height; y++)
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if (Map.MapResources[x + xs, y + ys].type > 0)
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bitmap.SetPixel(x, y, terrainTypeColors.ColorForTerrainType(TerrainType.Ore));
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bitmap.SetPixel(x, y, tileset.Terrain["Ore"].Color);
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bitmap.Save(filepath, ImageFormat.Png);
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}
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