Work around capturable tech bug.
This commit is contained in:
@@ -77,6 +77,12 @@ namespace OpenRA.Mods.RA
|
|||||||
|
|
||||||
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
|
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
|
||||||
Produceable = InitTech(self.Owner.PlayerActor);
|
Produceable = InitTech(self.Owner.PlayerActor);
|
||||||
|
|
||||||
|
// Force a third(!) tech tree update to ensure that prerequisites are correct.
|
||||||
|
// The first two updates are triggered by adding/removing the actor when
|
||||||
|
// changing ownership, *before* the new techtree watchers have been set up.
|
||||||
|
// This is crap.
|
||||||
|
self.Owner.PlayerActor.Trait<TechTree>().Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
|
Dictionary<ActorInfo, ProductionState> InitTech(Actor playerActor)
|
||||||
|
|||||||
Reference in New Issue
Block a user