Make the guts of Renderable private.
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@@ -65,22 +65,23 @@ namespace OpenRA.Graphics
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public PaletteReference Palette(string name) { return palettes[name]; }
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public void AddPalette(string name, Palette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
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IEnumerable<Renderable> SpritesToRender()
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void DrawRenderables()
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{
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var bounds = Game.viewport.WorldBounds(world);
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var comparer = new RenderableComparer();
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var actors = world.FindUnits(
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bounds.TopLeftAsCPos().ToPPos(),
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bounds.BottomRightAsCPos().ToPPos()
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);
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bounds.BottomRightAsCPos().ToPPos());
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var renderables = actors.SelectMany(a => a.Render(this))
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.OrderBy(r => r, comparer);
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actors.SelectMany(a => a.Render(this))
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.OrderBy(r => r, comparer)
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.Do(rr => rr.Render(this));
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var effects = world.Effects.SelectMany(e => e.Render(this));
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return renderables.Concat(effects);
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// Effects are drawn on top of all actors
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// TODO: Allow effects to be interleaved with actors
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world.Effects.SelectMany(e => e.Render(this))
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.Do(rr => rr.Render(this));
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}
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public void Draw()
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@@ -96,7 +97,7 @@ namespace OpenRA.Graphics
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terrainRenderer.Draw(this, Game.viewport);
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foreach (var a in world.traitDict.ActorsWithTraitMultiple<IRenderAsTerrain>(world))
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foreach (var r in a.Trait.RenderAsTerrain(this, a.Actor))
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r.Sprite.DrawAt(r.Pos, r.Palette.Index, r.Scale);
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r.Render(this);
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foreach (var a in world.Selection.Actors)
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if (!a.Destroyed)
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@@ -108,8 +109,7 @@ namespace OpenRA.Graphics
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderBeforeWorld(this, world);
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foreach (var image in SpritesToRender())
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image.Sprite.DrawAt(image.Pos, image.Palette.Index, image.Scale);
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DrawRenderables();
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// added for contrails
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foreach (var a in world.ActorsWithTrait<IPostRender>())
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