Separated resource rendering into another trait
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@@ -15,8 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.D2k.Traits
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{
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using CellContents = D2kResourceLayer.CellContents;
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using ClearSides = D2kResourceLayer.ClearSides;
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using ClearSides = D2kResourceRenderer.ClearSides;
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[Desc("Used to render spice with round borders.")]
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public class D2kEditorResourceLayerInfo : EditorResourceLayerInfo
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@@ -29,7 +28,7 @@ namespace OpenRA.Mods.D2k.Traits
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public D2kEditorResourceLayer(Actor self)
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: base(self) { }
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public override CellContents UpdateDirtyTile(CPos c)
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public override EditorCellContents UpdateDirtyTile(CPos c)
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{
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var t = Tiles[c];
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@@ -50,11 +49,11 @@ namespace OpenRA.Mods.D2k.Traits
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var clear = FindClearSides(t.Type, c);
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if (clear == ClearSides.None)
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{
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var sprites = D2kResourceLayer.Variants[t.Variant];
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var sprites = D2kResourceRenderer.Variants[t.Variant];
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var frame = t.Density > t.Type.Info.MaxDensity / 2 ? 1 : 0;
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t.Sprite = t.Type.Variants.First().Value[sprites[frame]];
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}
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else if (D2kResourceLayer.SpriteMap.TryGetValue(clear, out index))
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else if (D2kResourceRenderer.SpriteMap.TryGetValue(clear, out index))
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t.Sprite = t.Type.Variants.First().Value[index];
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else
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t.Sprite = null;
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@@ -64,7 +63,7 @@ namespace OpenRA.Mods.D2k.Traits
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protected override string ChooseRandomVariant(ResourceType t)
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{
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return D2kResourceLayer.Variants.Keys.Random(Game.CosmeticRandom);
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return D2kResourceRenderer.Variants.Keys.Random(Game.CosmeticRandom);
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}
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bool CellContains(CPos c, ResourceType t)
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