adapt codebase
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@@ -86,7 +86,7 @@ public sealed partial class StencilOverlay : Overlay
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//CP14 Overlays
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if (_entManager.TryGetComponent<CP14CloudShadowsComponent>(mapUid, out var shadows))
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{
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DrawCloudShadows(args, shadows, invMatrix);
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DrawCloudShadows(args, res, shadows, invMatrix);
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}
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//CP14 Overlays end
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@@ -7,7 +7,11 @@ namespace Content.Client.Overlays;
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public sealed partial class StencilOverlay
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{
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private void DrawCloudShadows(in OverlayDrawArgs args, CP14CloudShadowsComponent cloudComp, Matrix3x2 invMatrix)
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private void DrawCloudShadows(
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in OverlayDrawArgs args,
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CachedResources res,
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CP14CloudShadowsComponent cloudComp,
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Matrix3x2 invMatrix)
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{
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var worldHandle = args.WorldHandle;
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var mapId = args.MapId;
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@@ -18,7 +22,7 @@ public sealed partial class StencilOverlay
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// Cut out the irrelevant bits via stencil
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// This is why we don't just use parallax; we might want specific tiles to get drawn over
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// particularly for planet maps or stations.
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worldHandle.RenderInRenderTarget(_blep!, () =>
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worldHandle.RenderInRenderTarget(res.Blep!, () =>
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{
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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_grids.Clear();
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@@ -51,7 +55,7 @@ public sealed partial class StencilOverlay
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worldHandle.SetTransform(Matrix3x2.Identity);
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worldHandle.UseShader(_protoManager.Index<ShaderPrototype>("StencilMask").Instance());
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worldHandle.DrawTextureRect(_blep!.Texture, worldBounds);
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worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
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var curTime = _timing.RealTime;
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var sprite = _sprite.GetFrame(new SpriteSpecifier.Texture(cloudComp.ParallaxPath), curTime);
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