Revert "Fix actors disappearing for a tick when swapping to the frozen actor."
This reverts commit 2eb090f153.
This fixes flicker for the actor->frozen transition, but then introduces the same flicker for the frozen->actor transition instead.
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@@ -254,38 +254,33 @@ namespace OpenRA.Traits
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void ITick.Tick(Actor self)
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{
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// Update visibility at the end of the tick to make sure that
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// the fog/shroud state has been updated for the tick
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self.World.AddFrameEndTask(w =>
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UpdateDirtyFrozenActorsFromDirtyBins();
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var frozenActorsToRemove = new List<FrozenActor>();
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VisibilityHash = 0;
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FrozenHash = 0;
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foreach (var kvp in frozenActorsById)
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{
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UpdateDirtyFrozenActorsFromDirtyBins();
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var id = kvp.Key;
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var hash = (int)id;
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FrozenHash += hash;
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var frozenActorsToRemove = new List<FrozenActor>();
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VisibilityHash = 0;
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FrozenHash = 0;
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var frozenActor = kvp.Value;
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frozenActor.Tick();
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if (dirtyFrozenActorIds.Contains(id))
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frozenActor.UpdateVisibility();
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foreach (var kvp in frozenActorsById)
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{
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var id = kvp.Key;
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var hash = (int)id;
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FrozenHash += hash;
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if (frozenActor.Visible)
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VisibilityHash += hash;
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else if (frozenActor.Actor == null)
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frozenActorsToRemove.Add(frozenActor);
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}
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var frozenActor = kvp.Value;
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frozenActor.Tick();
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if (dirtyFrozenActorIds.Contains(id))
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frozenActor.UpdateVisibility();
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dirtyFrozenActorIds.Clear();
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if (frozenActor.Visible)
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VisibilityHash += hash;
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else if (frozenActor.Actor == null)
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frozenActorsToRemove.Add(frozenActor);
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}
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dirtyFrozenActorIds.Clear();
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foreach (var fa in frozenActorsToRemove)
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Remove(fa);
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});
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foreach (var fa in frozenActorsToRemove)
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Remove(fa);
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}
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void UpdateDirtyFrozenActorsFromDirtyBins()
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