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Fix duplicate muzzle rendering. #13088

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merged 1 commit into from Apr 11, 2017

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pchote commented Apr 9, 2017

Fixes #10763.

The Render method was rendering all animations for each armament type, so actors with secondary armaments (even if they don't have muzzles) would render the primary muzzleflash once with its normal palette, then again with the secondary muzzle palette.

The real bugfix here is the loop change from armament → animation to armament → barrel. This also simplifies/removes unnecessary some unnecessary checks.

{
if (!visible[kv.Key])

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pchote Apr 9, 2017

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Note: This check is included as part of anim.DisableFunc.

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pchote Apr 9, 2017

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Note: This check is included as part of anim.DisableFunc.

@abcdefg30 abcdefg30 merged commit 60531c6 into OpenRA:bleed Apr 11, 2017

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abcdefg30 commented Apr 11, 2017

@pchote pchote deleted the pchote:muzzle-fix branch May 7, 2017

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