Fix a collection of whitespace-style issues in Mods.Common.
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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable AsDecoration() { return this; }
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// This will need generalizing once we support TS/RA2 terrain
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static readonly float[] groundNormal = new float[] {0,0,1,1};
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static readonly float[] groundNormal = new float[] { 0, 0, 1, 1 };
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public void BeforeRender(WorldRenderer wr)
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{
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var draw = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
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@@ -107,7 +107,7 @@ namespace OpenRA.Mods.Common.Graphics
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var groundZ = ts.Height * (groundPos.Z - pos.Z) / 1024f;
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var pxOrigin = wr.ScreenPosition(pos);
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var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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var psb = renderProxy.ProjectedShadowBounds;
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var sa = shadowOrigin + psb[0];
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@@ -115,17 +115,17 @@ namespace OpenRA.Mods.Common.Graphics
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var sc = shadowOrigin + psb[1];
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var sd = shadowOrigin + psb[3];
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f*renderProxy.Sprite.size);
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Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.size);
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}
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public void RenderDebugGeometry(WorldRenderer wr)
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{
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var pxOrigin = wr.ScreenPosition(pos);
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var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));
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var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(pos, 0));
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var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
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// Draw sprite rect
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var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f*renderProxy.Sprite.size;
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var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f * renderProxy.Sprite.size;
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Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);
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// Draw transformed shadow sprite rect
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@@ -145,7 +145,7 @@ namespace OpenRA.Mods.Common.Graphics
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{
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var bounds = v.Voxel.Bounds(v.FrameFunc());
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var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
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(x,y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));
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var pxOffset = wr.ScreenVector(v.OffsetFunc());
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var pxPos = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
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@@ -154,15 +154,15 @@ namespace OpenRA.Mods.Common.Graphics
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}
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}
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static readonly uint[] ix = new uint[] {0,0,0,0,3,3,3,3};
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static readonly uint[] iy = new uint[] {1,1,4,4,1,1,4,4};
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static readonly uint[] iz = new uint[] {2,5,2,5,2,5,2,5};
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static readonly uint[] ix = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
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static readonly uint[] iy = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
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static readonly uint[] iz = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
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static void DrawBoundsBox(float2 pxPos, float[] transform, float[] bounds, Color c)
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{
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var corners = new float2[8];
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for (var i = 0; i < 8; i++)
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{
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var vec = new float[] {bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1};
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var vec = new float[] { bounds[ix[i]], bounds[iy[i]], bounds[iz[i]], 1 };
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var screen = Util.MatrixVectorMultiply(transform, vec);
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corners[i] = pxPos + new float2(screen[0], screen[1]);
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}
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