remove dead crap from ShroudRenderer
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@@ -117,11 +117,6 @@ namespace OpenRA
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world = new World();
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Game.world.ActorAdded += a =>
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{
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if (a.Owner != null && a.Info.Traits.Contains<OwnedActorInfo>())
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a.Owner.Shroud.Explore(a);
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};
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Timer.Time( "world: {0}" );
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SequenceProvider.Initialize(manifest.Sequences);
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@@ -61,9 +61,6 @@ namespace OpenRA
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public bool DisplayOnRadar(int x, int y) { return IsExplored(x, y); }
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public void Explore(World w, int2 center, int range) { dirty = true; }
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public void Explore(Actor a) { if (a.Owner == a.World.LocalPlayer) dirty = true; }
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static readonly byte[][] SpecialShroudTiles =
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{
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new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 },
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@@ -52,11 +52,7 @@ namespace OpenRA.Traits
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{
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self.World.WorldActor.traits.Get<UnitInfluence>().Remove(self, this);
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self.Location = value;
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self.World.WorldActor.traits.Get<Shroud>().UpdateActor(self);
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// todo: dies
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self.Owner.Shroud.Explore(self);
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}
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self.World.WorldActor.traits.Get<UnitInfluence>().Add(self, this);
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}
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