Split Renderable into an IRenderable interface and SpriteRenderable implementation.
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@@ -24,8 +24,8 @@ namespace OpenRA.Mods.RA
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(o => byPlayer.Shroud.IsVisible(o));
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}
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Renderable[] cache = { };
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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IRenderable[] cache = { };
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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if (IsVisible(self, self.World.RenderPlayer))
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cache = r.ToArray();
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@@ -24,8 +24,8 @@ namespace OpenRA.Mods.RA
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return byPlayer == null || Shroud.GetVisOrigins(self).Any(o => byPlayer.Shroud.IsVisible(o));
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}
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static Renderable[] Nothing = { };
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public IEnumerable<Renderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<Renderable> r)
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static IRenderable[] Nothing = { };
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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return IsVisible(self, self.World.RenderPlayer) ? r : Nothing;
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}
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