Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061.
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@@ -84,7 +84,7 @@ namespace OpenRA.Mods.RA
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this.order = order;
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this.power = power;
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this.range = (power.Info as ChronoshiftPowerInfo).Range;
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tile = UiOverlay.SynthesizeTile(0x04);
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tile = SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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@@ -142,10 +142,9 @@ namespace OpenRA.Mods.RA
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this.sourceLocation = sourceLocation;
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this.range = (power.Info as ChronoshiftPowerInfo).Range;
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// todo: this burns up more texture space every time someone uses chronoshift.
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validTile = UiOverlay.SynthesizeTile(0x0f);
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invalidTile = UiOverlay.SynthesizeTile(0x08);
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sourceTile = UiOverlay.SynthesizeTile(0x04);
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validTile = SequenceProvider.GetSequence("overlay", "target-valid").GetSprite(0);
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invalidTile = SequenceProvider.GetSequence("overlay", "target-invalid").GetSprite(0);
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sourceTile = SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
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}
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public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
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