move render{building,buildingturreted,unit} into mods.ra; move all render traits into mods.ra.render
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OpenRA.Mods.RA/Render/RenderSpy.cs
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50
OpenRA.Mods.RA/Render/RenderSpy.cs
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Render
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{
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class RenderSpyInfo : RenderInfantryInfo
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{
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public override object Create(ActorInitializer init) { return new RenderSpy(init.self); }
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}
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class RenderSpy : RenderInfantry, IRenderModifier
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{
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public RenderSpy(Actor self) : base(self) { }
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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if (self.Owner == self.World.LocalPlayer)
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return r;
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return r.Select(a => a.WithPalette(self.World.LocalPlayer.Palette));
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}
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public override void Tick(Actor self)
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{
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anim.ChangeImage(self.Owner == self.World.LocalPlayer ? GetImage(self) : "e1");
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base.Tick(self);
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}
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}
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}
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