Reinit the sheetbuilder too - appending more sprites to the old sheets isn't the best of ideas. Fixes "Terrain sprites span multiple sheets" on cnc tundra map.
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@@ -20,12 +20,12 @@ namespace OpenRA
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{
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{
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public readonly Manifest Manifest;
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public readonly Manifest Manifest;
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public readonly ObjectCreator ObjectCreator;
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public readonly ObjectCreator ObjectCreator;
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public readonly SheetBuilder SheetBuilder;
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public readonly CursorSheetBuilder CursorSheetBuilder;
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public readonly Dictionary<string, MapStub> AvailableMaps;
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public readonly Dictionary<string, MapStub> AvailableMaps;
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public readonly WidgetLoader WidgetLoader;
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public readonly WidgetLoader WidgetLoader;
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public ILoadScreen LoadScreen = null;
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public ILoadScreen LoadScreen = null;
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public SheetBuilder SheetBuilder;
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public CursorSheetBuilder CursorSheetBuilder;
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public ModData( params string[] mods )
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public ModData( params string[] mods )
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{
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{
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Manifest = new Manifest( mods );
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Manifest = new Manifest( mods );
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@@ -81,7 +81,9 @@ namespace OpenRA
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if (map.Tileset != cachedTileset
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if (map.Tileset != cachedTileset
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|| previousMapHadSequences || map.Sequences.Count > 0)
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|| previousMapHadSequences || map.Sequences.Count > 0)
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{
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{
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SheetBuilder = new SheetBuilder( TextureChannel.Red );
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SpriteSheetBuilder.Initialize( Rules.TileSets[map.Tileset] );
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SpriteSheetBuilder.Initialize( Rules.TileSets[map.Tileset] );
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CursorSheetBuilder = new CursorSheetBuilder( this );
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CursorProvider.Initialize(Manifest.Cursors);
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CursorProvider.Initialize(Manifest.Cursors);
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SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
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SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
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cachedTileset = map.Tileset;
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cachedTileset = map.Tileset;
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