Use RgbaColorRenderer in SelectionBarsRenderable.
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@@ -64,23 +64,24 @@ namespace OpenRA.Graphics
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void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
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void DrawSelectionBar(WorldRenderer wr, float2 start, float2 end, float value, Color barColor)
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{
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{
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var iz = 1 / wr.Viewport.Zoom;
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var c = Color.FromArgb(128, 30, 30, 30);
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4 / wr.Viewport.Zoom);
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var p = new float2(0, -4 * iz);
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var q = new float2(0, -3 / wr.Viewport.Zoom);
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var q = new float2(0, -3 * iz);
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var r = new float2(0, -2 / wr.Viewport.Zoom);
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var r = new float2(0, -2 * iz);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
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var z = float2.Lerp(start, end, value);
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var z = float2.Lerp(start, end, value);
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var wlr = Game.Renderer.WorldLineRenderer;
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wlr.DrawLine(start + p, end + p, c);
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wcr.DrawLine(start + p, end + p, iz, c);
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wlr.DrawLine(start + q, end + q, c2);
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wcr.DrawLine(start + q, end + q, iz, c2);
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wlr.DrawLine(start + r, end + r, c);
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wcr.DrawLine(start + r, end + r, iz, c);
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wlr.DrawLine(start + p, z + p, barColor2);
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wcr.DrawLine(start + p, z + p, iz, barColor2);
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wlr.DrawLine(start + q, z + q, barColor);
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wcr.DrawLine(start + q, z + q, iz, barColor);
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wlr.DrawLine(start + r, z + r, barColor2);
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wcr.DrawLine(start + r, z + r, iz, barColor2);
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}
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}
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Color GetHealthColor(IHealth health)
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Color GetHealthColor(IHealth health)
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@@ -120,9 +121,10 @@ namespace OpenRA.Graphics
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var c = Color.FromArgb(128, 30, 30, 30);
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var c = Color.FromArgb(128, 30, 30, 30);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var c2 = Color.FromArgb(128, 10, 10, 10);
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var p = new float2(0, -4 / wr.Viewport.Zoom);
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var iz = 1 / wr.Viewport.Zoom;
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var q = new float2(0, -3 / wr.Viewport.Zoom);
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var p = new float2(0, -4 * iz);
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var r = new float2(0, -2 / wr.Viewport.Zoom);
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var q = new float2(0, -3 * iz);
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var r = new float2(0, -2 * iz);
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var healthColor = GetHealthColor(health);
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var healthColor = GetHealthColor(health);
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var healthColor2 = Color.FromArgb(
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var healthColor2 = Color.FromArgb(
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@@ -133,14 +135,14 @@ namespace OpenRA.Graphics
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var z = float2.Lerp(start, end, (float)health.HP / health.MaxHP);
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var z = float2.Lerp(start, end, (float)health.HP / health.MaxHP);
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var wlr = Game.Renderer.WorldLineRenderer;
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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wlr.DrawLine(start + p, end + p, c);
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wcr.DrawLine(start + p, end + p, iz, c);
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wlr.DrawLine(start + q, end + q, c2);
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wcr.DrawLine(start + q, end + q, iz, c2);
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wlr.DrawLine(start + r, end + r, c);
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wcr.DrawLine(start + r, end + r, iz, c);
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wlr.DrawLine(start + p, z + p, healthColor2);
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wcr.DrawLine(start + p, z + p, iz, healthColor2);
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wlr.DrawLine(start + q, z + q, healthColor);
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wcr.DrawLine(start + q, z + q, iz, healthColor);
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wlr.DrawLine(start + r, z + r, healthColor2);
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wcr.DrawLine(start + r, z + r, iz, healthColor2);
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if (health.DisplayHP != health.HP)
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if (health.DisplayHP != health.HP)
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{
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{
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@@ -152,9 +154,9 @@ namespace OpenRA.Graphics
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deltaColor.B / 2);
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deltaColor.B / 2);
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var zz = float2.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
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var zz = float2.Lerp(start, end, (float)health.DisplayHP / health.MaxHP);
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wlr.DrawLine(z + p, zz + p, deltaColor2);
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wcr.DrawLine(z + p, zz + p, iz, deltaColor2);
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wlr.DrawLine(z + q, zz + q, deltaColor);
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wcr.DrawLine(z + q, zz + q, iz, deltaColor);
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wlr.DrawLine(z + r, zz + r, deltaColor2);
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wcr.DrawLine(z + r, zz + r, iz, deltaColor2);
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}
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}
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}
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}
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