Fix buildable overlay not updating and make ramps unbuildable
This commit is contained in:
@@ -71,7 +71,8 @@ namespace OpenRA.Mods.Common.Traits
|
||||
world.Map.CustomTerrain.CellEntryChanged += UpdateTerrainCell;
|
||||
|
||||
var cells = w.Map.AllCells.Where(c => w.Map.Contains(c) &&
|
||||
!info.AllowedTerrainTypes.Contains(w.Map.GetTerrainInfo(c).Type)).ToHashSet();
|
||||
(!info.AllowedTerrainTypes.Contains(w.Map.GetTerrainInfo(c).Type) ||
|
||||
world.Map.Ramp[c] != 0)).ToHashSet();
|
||||
|
||||
palette = wr.Palette(info.Palette);
|
||||
|
||||
@@ -84,8 +85,8 @@ namespace OpenRA.Mods.Common.Traits
|
||||
if (!world.Map.Contains(cell))
|
||||
return;
|
||||
|
||||
if (!info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type))
|
||||
render.Update(cell, disabledSprite, palette, 1f, info.Alpha);
|
||||
var buildableSprite = !info.AllowedTerrainTypes.Contains(world.Map.GetTerrainInfo(cell).Type) || world.Map.Ramp[cell] != 0 ? disabledSprite : null;
|
||||
render.Update(cell, buildableSprite, palette, 1f, info.Alpha);
|
||||
}
|
||||
|
||||
void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
|
||||
|
||||
Reference in New Issue
Block a user