reduce coverage of UiOverlay sprites so you can see the building you're placing
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@@ -33,7 +33,7 @@ namespace OpenRA
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for (int i = 0; i < Game.CellSize; i++)
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for (int j = 0; j < Game.CellSize; j++)
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data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
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data[i * Game.CellSize + j] = ((i+j) % 4 != 0) ? (byte)0 : paletteIndex;
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return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize));
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}
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@@ -72,8 +72,6 @@ namespace OpenRA.Mods.RA.Orders
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
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var cells = new Dictionary<int2, bool>();
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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