cache world.LocalPlayer instead of fetching it repeatedly within loops
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@@ -135,10 +135,12 @@ namespace OpenRA.Graphics
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unsafe
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{
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int* c = (int*)bitmapData.Scan0;
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var player = world.LocalPlayer;
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foreach (var t in world.Queries.WithTraitMultiple<IRadarSignature>())
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{
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if (!t.Actor.IsVisible(world.LocalPlayer))
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if (!t.Actor.IsVisible(player))
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continue;
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var color = t.Trait.RadarSignatureColor(t.Actor);
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@@ -162,7 +164,9 @@ namespace OpenRA.Graphics
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var shroud = Color.Black.ToArgb();
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var fog = Color.FromArgb(128, Color.Black).ToArgb();
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var playerShroud = world.LocalPlayer.Shroud;
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unsafe
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{
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int* c = (int*)bitmapData.Scan0;
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@@ -172,9 +176,9 @@ namespace OpenRA.Graphics
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{
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var mapX = x + map.TopLeft.X;
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var mapY = y + map.TopLeft.Y;
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if (!world.LocalPlayer.Shroud.IsExplored(mapX, mapY))
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if (!playerShroud.IsExplored(mapX, mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = shroud;
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else if (!world.LocalPlayer.Shroud.IsVisible(mapX,mapY))
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else if (!playerShroud.IsVisible(mapX,mapY))
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*(c + (y * bitmapData.Stride >> 2) + x) = fog;
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}
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}
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