fixes #3181 GPS dots not visble in spectator mode
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@@ -45,8 +45,6 @@ namespace OpenRA.Mods.RA.Effects
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anim.PlayRepeating(info.String);
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self.World.AddFrameEndTask(w => w.Add(this));
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if (self.World.LocalPlayer != null)
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watcher = self.World.LocalPlayer.PlayerActor.Trait<GpsWatcher>();
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}
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bool firstTick = true;
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@@ -55,7 +53,7 @@ namespace OpenRA.Mods.RA.Effects
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if (self.Destroyed)
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world.AddFrameEndTask(w => w.Remove(this));
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if (world.LocalPlayer == null || !self.IsInWorld || self.Destroyed)
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if (!self.IsInWorld || self.Destroyed)
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return;
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// Can be granted at runtime via a crate, so can't cache
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@@ -68,6 +66,10 @@ namespace OpenRA.Mods.RA.Effects
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firstTick = false;
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}
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// Can change with the Shroud selector for observers so don't cache.
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if (self.World.RenderPlayer != null)
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watcher = self.World.RenderPlayer.PlayerActor.Trait<GpsWatcher>();
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var hasGps = (watcher != null && (watcher.Granted || watcher.GrantedAllies));
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var hasDot = (huf != null && !huf.IsVisible(self, self.World.RenderPlayer));
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var dotHidden = (cloak != null && cloak.Cloaked) || (spy != null && spy.Disguised);
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@@ -84,7 +86,6 @@ namespace OpenRA.Mods.RA.Effects
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var palette = wr.Palette(info.IndicatorPalettePrefix+self.Owner.InternalName);
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yield return new Renderable(anim.Image, p.ToFloat2() - 0.5f * anim.Image.size, palette, p.Y)
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.WithScale(1.5f);
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}
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}
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}
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.RA
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List<Actor> actors = new List<Actor> { };
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public GpsWatcher( Player owner ) { this.owner = owner; }
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public GpsWatcher(Player owner) { this.owner = owner; }
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public void GpsRem(Actor atek)
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{
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@@ -62,16 +62,15 @@ namespace OpenRA.Mods.RA
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foreach (TraitPair<GpsWatcher> i in atek.World.ActorsWithTrait<GpsWatcher>())
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i.Trait.RefreshGranted();
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if ((Granted || GrantedAllies) && atek.World.LocalPlayer != null && (atek.World.LocalPlayer.Stances[atek.Owner] == Stance.Ally))
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if ((Granted || GrantedAllies) && atek.Owner.IsAlliedWith(atek.World.RenderPlayer))
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atek.Owner.Shroud.ExploreAll(atek.World);
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}
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void RefreshGranted()
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{
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Granted = (actors.Count > 0 && Launched);
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GrantedAllies = owner.World.ActorsWithTrait<GpsWatcher>().Any(p =>
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p.Actor.Owner.Stances[owner] == Stance.Ally && p.Trait.Granted);
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GrantedAllies = owner.World.ActorsWithTrait<GpsWatcher>().Any(p => p.Actor.Owner.IsAlliedWith(owner) && p.Trait.Granted);
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if (Granted || GrantedAllies)
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owner.Shroud.ExploreAll(owner.World);
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}
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