Use a TerrainSpriteLayer for smudges.
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@@ -9,6 +9,7 @@
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#endregion
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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@@ -37,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new SmudgeLayer(init.Self, this); }
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}
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public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender
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public class SmudgeLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
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{
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struct Smudge
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{
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@@ -52,6 +53,8 @@ namespace OpenRA.Mods.Common.Traits
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readonly Dictionary<string, Sprite[]> smudges = new Dictionary<string, Sprite[]>();
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readonly World world;
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TerrainSpriteLayer render;
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public SmudgeLayer(Actor self, SmudgeLayerInfo info)
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{
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Info = info;
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@@ -68,6 +71,18 @@ namespace OpenRA.Mods.Common.Traits
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var first = smudges.First().Value.First();
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var sheet = first.Sheet;
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if (smudges.Values.Any(sprites => sprites.Any(s => s.Sheet != sheet)))
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throw new InvalidDataException("Resource sprites span multiple sheets. Try loading their sequences earlier.");
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var blendMode = first.BlendMode;
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if (smudges.Values.Any(sprites => sprites.Any(s => s.BlendMode != blendMode)))
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throw new InvalidDataException("Smudges specify different blend modes. "
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+ "Try using different smudge types for smudges that use different blend modes.");
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render = new TerrainSpriteLayer(w, wr, sheet, blendMode, wr.Palette(Info.Palette), wr.World.Type != WorldType.Editor);
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// Add map smudges
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foreach (var s in w.Map.SmudgeDefinitions)
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{
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@@ -90,6 +105,7 @@ namespace OpenRA.Mods.Common.Traits
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};
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tiles.Add(cell, smudge);
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render.Update(cell, smudge.Sprite);
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}
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}
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@@ -127,6 +143,8 @@ namespace OpenRA.Mods.Common.Traits
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if (!self.World.FogObscures(kv.Key))
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{
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tiles[kv.Key] = kv.Value;
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render.Update(kv.Key, kv.Value.Sprite);
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remove.Add(kv.Key);
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}
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}
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@@ -137,19 +155,17 @@ namespace OpenRA.Mods.Common.Traits
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public void Render(WorldRenderer wr)
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{
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var pal = wr.Palette(Info.Palette);
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foreach (var kv in tiles)
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{
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if (!wr.Viewport.VisibleCellsInsideBounds.Contains(kv.Key))
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continue;
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if (world.ShroudObscures(kv.Key))
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continue;
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new SpriteRenderable(kv.Value.Sprite, world.Map.CenterOfCell(kv.Key),
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WVec.Zero, -511, pal, 1f, true).Render(wr); // TODO ZOffset is ignored
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render.Draw(wr.Viewport);
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}
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bool disposed;
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public void Disposing(Actor self)
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{
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if (disposed)
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return;
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render.Dispose();
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disposed = true;
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}
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}
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}
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