Fix BibLayer style nits.
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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@@ -19,12 +19,12 @@ namespace OpenRA.Mods.RA.Buildings
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{
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class BibLayerInfo : ITraitInfo
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{
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public readonly string[] BibTypes = {"bib3", "bib2", "bib1"};
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public readonly int[] BibWidths = {2,3,4};
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public readonly string[] BibTypes = { "bib3", "bib2", "bib1" };
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public readonly int[] BibWidths = { 2, 3, 4 };
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public object Create(ActorInitializer init) { return new BibLayer(init.self, this); }
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}
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class BibLayer: IRenderOverlay, IWorldLoaded
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class BibLayer : IRenderOverlay, IWorldLoaded
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{
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World world;
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BibLayerInfo info;
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@@ -36,10 +36,8 @@ namespace OpenRA.Mods.RA.Buildings
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this.info = info;
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bibSprites = info.BibTypes.Select(x => Game.modData.SpriteLoader.LoadAllSprites(x)).ToArray();
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self.World.ActorAdded +=
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a => { if (a.HasTrait<Bib>()) DoBib(a,true); };
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self.World.ActorRemoved +=
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a => { if (a.HasTrait<Bib>()) DoBib(a,false); };
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self.World.ActorAdded += a => DoBib(a, true);
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self.World.ActorRemoved += a => DoBib(a, false);
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}
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public void WorldLoaded(World w)
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@@ -50,18 +48,21 @@ namespace OpenRA.Mods.RA.Buildings
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public void DoBib(Actor b, bool isAdd)
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{
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if (!b.HasTrait<Bib>())
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return;
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var buildingInfo = b.Info.Traits.Get<BuildingInfo>();
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var size = buildingInfo.Dimensions.X;
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var bibOffset = buildingInfo.Dimensions.Y - 1;
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int bib = Array.IndexOf(info.BibWidths,size);
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int bib = Array.IndexOf(info.BibWidths, size);
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if (bib < 0)
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{
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Log.Write("debug", "Cannot bib {0}-wide building {1}", size, b.Info.Name);
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return;
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}
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for (int i = 0; i < 2 * size; i++)
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for (var i = 0; i < 2 * size; i++)
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{
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var p = b.Location + new CVec(i % size, i / size + bibOffset);
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if (isAdd)
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@@ -71,10 +72,11 @@ namespace OpenRA.Mods.RA.Buildings
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}
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}
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public void Render( WorldRenderer wr )
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public void Render(WorldRenderer wr)
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{
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var pal = wr.Palette("terrain");
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var cliprect = Game.viewport.WorldBounds(world);
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foreach (var kv in tiles)
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{
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if (!cliprect.Contains(kv.Key.X, kv.Key.Y))
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