Hack in a different terrain palette
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@@ -9,6 +9,7 @@ namespace OpenRa.Graphics
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{
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Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
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Shadow, Invuln, Disabled, Highlight, Shroud, Chrome,
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Terrain
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};
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class HardwarePalette : Sheet
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@@ -19,8 +20,9 @@ namespace OpenRa.Graphics
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public HardwarePalette(Renderer renderer, Map map)
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: base(renderer,new Size(256, maxEntries))
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{
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Palette pal = new Palette(FileSystem.Open(map.Theater + ".pal"));
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AddPalette(pal);
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AddPalette(pal); // Gold
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foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
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AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
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@@ -31,6 +33,9 @@ namespace OpenRa.Graphics
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight
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AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud
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AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods)
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Palette palTerrain = new Palette(FileSystem.Open("temperat_ra.pal"));
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AddPalette(palTerrain); // Terrain
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}
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int AddPalette(Palette p)
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@@ -62,7 +62,7 @@ namespace OpenRa.Graphics
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else if (Ore.overlayIsOre[o]) spriteIndex = map.MapTiles[x,y].density - 1;
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else if (Ore.overlayIsGems[o]) spriteIndex = map.MapTiles[x,y].density - 1;
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spriteRenderer.DrawSprite(sprites[spriteIndex],
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Game.CellSize * (float2)location, 0);
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Game.CellSize * (float2)location, PaletteType.Terrain);
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}
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}
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@@ -34,7 +34,7 @@ namespace OpenRa.Graphics
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for( int i = map.XOffset ; i < map.XOffset + map.Width; i++ )
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{
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Sprite tile = tileMapping[map.MapTiles[i, j]];
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, 0, nv, ni, tile.size);
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Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, (int)PaletteType.Terrain, nv, ni, tile.size);
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nv += 4;
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ni += 6;
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}
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