fix failed refactoring, and round renderLocation to avoid pixel-jumping
git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1284 993157c7-ee19-0410-b2c4-bb4e9862e678
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@@ -89,8 +89,6 @@ namespace OpenRa.Game
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if (e.Button == MouseButtons.Left)
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if (e.Button == MouseButtons.Left)
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{
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{
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//MoveOrder order = new MoveOrder(lastPos + viewport.Location);
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//myUnit.Accept(order);
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int x = (int)( ( e.X + viewport.Location.X ) / 24 );
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int x = (int)( ( e.X + viewport.Location.X ) / 24 );
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int y = (int)( ( e.Y + viewport.Location.Y ) / 24 );
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int y = (int)( ( e.Y + viewport.Location.Y ) / 24 );
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myUnit.Order( x, y ).Apply();
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myUnit.Order( x, y ).Apply();
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@@ -77,7 +77,7 @@ namespace OpenRa.Game
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if( currentOrder == null )
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if( currentOrder == null )
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return;
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return;
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if( float2.WithinEpsilon( renderLocation, currentOrder.Destination, 1.0f ) )
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if( float2.WithinEpsilon( location, currentOrder.Destination, 1.0f ) )
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{
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{
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currentOrder = null;
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currentOrder = null;
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return;
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return;
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@@ -99,6 +99,9 @@ namespace OpenRa.Game
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facing = ( facing + 1 ) % 32;
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facing = ( facing + 1 ) % 32;
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renderLocation = location - new float2( 12, 12 ); // HACK: center mcv in it's cell
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renderLocation = location - new float2( 12, 12 ); // HACK: center mcv in it's cell
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renderLocation.X = (float)Math.Round( renderLocation.X );
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renderLocation.Y = (float)Math.Round( renderLocation.Y );
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}
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}
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public MoveOrder Order( int x, int y )
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public MoveOrder Order( int x, int y )
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