From 28efe99f21e90010c16ecb278d13c96f9ca1f846 Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sat, 22 Mar 2014 00:09:46 +1300 Subject: [PATCH] Restrict beacon placement to explored regions. --- OpenRA.Mods.RA/Orders/BeaconOrderGenerator.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.RA/Orders/BeaconOrderGenerator.cs b/OpenRA.Mods.RA/Orders/BeaconOrderGenerator.cs index 98e9d8ce03..ba8ce8a995 100644 --- a/OpenRA.Mods.RA/Orders/BeaconOrderGenerator.cs +++ b/OpenRA.Mods.RA/Orders/BeaconOrderGenerator.cs @@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA.Orders if (mi.Button != MouseButton.Left) world.CancelInputMode(); - if (world.Map.IsInMap(xy)) + if (!world.ShroudObscures(xy)) { world.CancelInputMode(); yield return new Order("PlaceBeacon", world.LocalPlayer.PlayerActor, false) { TargetLocation = xy }; @@ -30,6 +30,6 @@ namespace OpenRA.Mods.RA.Orders public virtual void Tick(World world) { } public IEnumerable Render(WorldRenderer wr, World world) { yield break; } public void RenderAfterWorld(WorldRenderer wr, World world) { } - public string GetCursor(World world, CPos xy, MouseInput mi) { return world.Map.IsInMap(xy) ? "ability" : "generic-blocked"; } + public string GetCursor(World world, CPos xy, MouseInput mi) { return !world.ShroudObscures(xy) ? "ability" : "generic-blocked"; } } }