Add depth buffer support to debug overlays.
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@@ -63,8 +63,8 @@ namespace OpenRA.Mods.Common.Traits
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{
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var hc = Color.Orange;
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var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length));
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var ha = wr.ScreenPosition(self.CenterPosition);
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var hb = wr.ScreenPosition(self.CenterPosition + height);
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var ha = wr.Screen3DPosition(self.CenterPosition);
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var hb = wr.Screen3DPosition(self.CenterPosition + height);
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wcr.DrawLine(ha, hb, iz, hc);
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TargetLineRenderable.DrawTargetMarker(wr, hc, ha);
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TargetLineRenderable.DrawTargetMarker(wr, hc, hb);
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@@ -89,9 +89,9 @@ namespace OpenRA.Mods.Common.Traits
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var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
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var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));
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var o = wr.ScreenPosition(pos);
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var a = wr.ScreenPosition(pos + da * 224 / da.Length);
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var b = wr.ScreenPosition(pos + db * 224 / db.Length);
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var o = wr.Screen3DPosition(pos);
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var a = wr.Screen3DPosition(pos + da * 224 / da.Length);
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var b = wr.Screen3DPosition(pos + db * 224 / db.Length);
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wcr.DrawLine(o, a, iz, c);
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wcr.DrawLine(o, b, iz, c);
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}
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@@ -106,8 +106,8 @@ namespace OpenRA.Mods.Common.Traits
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var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
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var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));
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var sm = wr.ScreenPosition(muzzle);
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var sd = wr.ScreenPosition(muzzle + dirOffset);
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var sm = wr.Screen3DPosition(muzzle);
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var sd = wr.Screen3DPosition(muzzle + dirOffset);
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wcr.DrawLine(sm, sd, iz, c);
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TargetLineRenderable.DrawTargetMarker(wr, c, sm);
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}
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