fix smudgelayer deepening; make biblayer work the same way (not optimal, but better)
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@@ -64,9 +64,12 @@ namespace OpenRA.Traits
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var tile = tiles[loc];
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// Existing smudge; make it deeper
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int depth = Info.Depths[tile.type-1];
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if (tile.image < depth - 1)
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tile.image++;
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int depth = Info.Depths[tile.type-1];
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if (tile.image < depth - 1)
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{
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tile.image++;
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tiles[loc] = tile; // struct semantics.
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}
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}
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public void Render()
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@@ -81,7 +84,7 @@ namespace OpenRA.Traits
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if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key))
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continue;
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Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[tiles[kv.Key].type- 1][tiles[kv.Key].image],
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Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[kv.Value.type- 1][kv.Value.image],
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Game.CellSize * kv.Key, "terrain");
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}
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}
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