Split Renderable into an IRenderable interface and SpriteRenderable implementation.
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@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
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return Level > 0 ? Info.SpeedModifier[Level - 1] : 1m;
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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// TODO: Make this consistent with everything else that adds animations to RenderSimple.
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if (self.Owner.IsAlliedWith(self.World.RenderPlayer) && Level > 0)
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@@ -107,7 +107,7 @@ namespace OpenRA.Mods.RA
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return r;
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}
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IEnumerable<Renderable> InnerModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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IEnumerable<IRenderable> InnerModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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foreach (var rs in r)
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yield return rs;
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@@ -119,7 +119,7 @@ namespace OpenRA.Mods.RA
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var bounds = self.Bounds.Value;
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var pos = new float2(bounds.Right, bounds.Bottom - 2);
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yield return new Renderable(RankAnim.Image, pos, wr.Palette("effect"), self.CenterLocation.Y);
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yield return new SpriteRenderable(RankAnim.Image, pos, wr.Palette("effect"), self.CenterLocation.Y);
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}
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}
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