Don't create invalid targets (dead actors) in UOG.

This commit is contained in:
Paul Chote
2018-02-03 15:26:42 +00:00
committed by reaperrr
parent 234e6cc566
commit 222d1af706

View File

@@ -22,7 +22,7 @@ namespace OpenRA.Orders
static Target TargetForInput(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAtMouse(mi)
.Where(a => a.Actor.Info.HasTraitInfo<ITargetableInfo>() && !world.FogObscures(a.Actor))
.Where(a => !a.Actor.IsDead && a.Actor.Info.HasTraitInfo<ITargetableInfo>() && !world.FogObscures(a.Actor))
.WithHighestSelectionPriority(worldPixel);
if (actor != null)
@@ -88,7 +88,10 @@ namespace OpenRA.Orders
// Used for classic mouse orders, determines whether or not action at xy is move or select
public virtual bool InputOverridesSelection(WorldRenderer wr, World world, int2 xy, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAtMouse(xy).WithHighestSelectionPriority(xy);
var actor = world.ScreenMap.ActorsAtMouse(xy)
.Where(a => !a.Actor.IsDead)
.WithHighestSelectionPriority(xy);
if (actor == null)
return true;