Pass WorldRenderer to RenderAsTerrain for palette lookup.
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@@ -135,10 +135,18 @@ namespace OpenRA.Mods.RA
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return bridges.GetBridge(self.Location + new CVec(offset[0], offset[1]));
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}
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public IEnumerable<Renderable> RenderAsTerrain(Actor self)
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bool initializePalettes = true;
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PaletteReference terrainPalette;
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public IEnumerable<Renderable> RenderAsTerrain(WorldRenderer wr, Actor self)
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{
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if (initializePalettes)
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{
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terrainPalette = wr.Palette("terrain");
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initializePalettes = false;
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}
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foreach (var t in TileSprites[currentTemplate])
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yield return new Renderable(t.Value, t.Key.ToPPos().ToFloat2(), PaletteReference.FromName("terrain"), Game.CellSize * t.Key.Y);
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yield return new Renderable(t.Value, t.Key.ToPPos().ToFloat2(), terrainPalette, Game.CellSize * t.Key.Y);
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}
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bool IsIntact(Bridge b)
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