Fix power bar
This commit is contained in:
@@ -68,6 +68,8 @@ namespace OpenRA.Widgets
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}
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}
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + barStart + leftOffset, Game.viewport.Location + powerLevel + rightOffset, color, color);
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + barStart + leftOffset, Game.viewport.Location + powerLevel + rightOffset, color, color);
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}
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}
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// Draw on top of the sprite
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Game.Renderer.RgbaSpriteRenderer.Flush();
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Game.Renderer.LineRenderer.Flush();
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Game.Renderer.LineRenderer.Flush();
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// Power usage indicator
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// Power usage indicator
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@@ -136,6 +136,7 @@ namespace OpenRA.Widgets
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(customTerrainSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(customTerrainSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(actorSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(actorSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(shroudSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(shroudSprite, o, "chrome", s);
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Game.Renderer.RgbaSpriteRenderer.Flush();
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// Draw viewport rect
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// Draw viewport rect
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if (radarAnimationFrame == radarSlideAnimationLength + radarActivateAnimationLength)
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if (radarAnimationFrame == radarSlideAnimationLength + radarActivateAnimationLength)
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@@ -144,8 +145,7 @@ namespace OpenRA.Widgets
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var br = CellToMinimapPixel(new int2((int)((Game.viewport.Location.X + Game.viewport.Width)/Game.CellSize), (int)((Game.viewport.Location.Y + Game.viewport.Height)/Game.CellSize)));
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var br = CellToMinimapPixel(new int2((int)((Game.viewport.Location.X + Game.viewport.Width)/Game.CellSize), (int)((Game.viewport.Location.Y + Game.viewport.Height)/Game.CellSize)));
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var tr = new int2(br.X, tl.Y);
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var tr = new int2(br.X, tl.Y);
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var bl = new int2(tl.X, br.Y);
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var bl = new int2(tl.X, br.Y);
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Game.Renderer.LineRenderer.Flush();
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Game.Renderer.RgbaSpriteRenderer.Flush();
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Game.Renderer.Device.EnableScissor((int)mapRect.Left, (int)mapRect.Top, (int)mapRect.Width, (int)mapRect.Height);
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Game.Renderer.Device.EnableScissor((int)mapRect.Left, (int)mapRect.Top, (int)mapRect.Width, (int)mapRect.Height);
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + tl, Game.viewport.Location + tr, Color.White, Color.White);
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + tl, Game.viewport.Location + tr, Color.White, Color.White);
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + tr, Game.viewport.Location + br, Color.White, Color.White);
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Game.Renderer.LineRenderer.DrawLine(Game.viewport.Location + tr, Game.viewport.Location + br, Color.White, Color.White);
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