Less carp
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@@ -71,8 +71,7 @@ namespace OpenRA
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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foreach( var t in Footprint.Tiles( name, bi, topLeft ) )
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spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && res.GetResource(t) == null )
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spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound) && res.GetResource(t) == null )
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? buildOk : buildBlocked, Game.CellSize * t, "terrain" );
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// Linebuild for walls.
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@@ -105,7 +104,7 @@ namespace OpenRA
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continue;
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int2 cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel, null))
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if (world.IsCellBuildable(cell, bi.WaterBound))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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