avoid additional layers of abstraction
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@@ -71,7 +71,7 @@ namespace OpenRA.Mods.RA.Orders
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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var position = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
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var position = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos();
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var topLeft = position - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
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var actorInfo = Rules.Info[Building];
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@@ -138,7 +138,7 @@ namespace OpenRA.Mods.RA
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
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var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos();
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var targetUnits = power.UnitsInRange(xy);
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foreach (var unit in targetUnits)
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if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility())
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@@ -147,7 +147,7 @@ namespace OpenRA.Mods.RA
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
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var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos();
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var tiles = world.FindTilesInCircle(xy, range);
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var pal = wr.Palette("terrain");
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foreach (var t in tiles)
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@@ -226,7 +226,7 @@ namespace OpenRA.Mods.RA
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
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var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos();
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var pal = wr.Palette("terrain");
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// Source tiles
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@@ -90,14 +90,14 @@ namespace OpenRA.Mods.RA
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public void RenderAfterWorld(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
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var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos();
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foreach (var unit in power.UnitsInRange(xy))
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wr.DrawSelectionBox(unit, Color.Red);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
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{
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var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
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var xy = wr.Position(wr.Viewport.ViewToWorldPx(Viewport.LastMousePos)).ToCPos();
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var pal = wr.Palette("terrain");
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foreach (var t in world.FindTilesInCircle(xy, range))
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yield return new SpriteRenderable(tile, t.CenterPosition, WVec.Zero, -511, pal, 1f, true);
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