Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061.
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@@ -70,7 +70,7 @@ 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 IronCurtainPowerInfo).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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