Add depth buffer support to debug overlays.
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@@ -129,16 +129,16 @@ namespace OpenRA.Mods.Common.HitShapes
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var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
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foreach (var pos in positions)
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{
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
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var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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}
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else
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{
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var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
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var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
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var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
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wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
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wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
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}
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