fixes #79
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@@ -299,7 +299,7 @@ namespace OpenRa.Game
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{
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
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return !Footprint.Tiles(bi, xy, adjust).Any(
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t => !Game.IsCellBuildable(t,
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t => Game.map.ContainsResource(t) || !Game.IsCellBuildable(t,
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bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,
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toIgnore));
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}
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@@ -56,14 +56,15 @@ namespace OpenRa.Game
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for (var i = 0; i < 128; i++)
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if (Game.GetDistanceToBase(new int2(i, j), Game.LocalPlayer) < maxDistance)
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if (Game.IsCellBuildable(new int2(i, j), bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel))
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if (!Game.map.ContainsResource(new int2(i,j)))
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
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var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
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t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
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foreach( var t in Footprint.Tiles( bi, position ) )
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spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel )
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spriteRenderer.DrawSprite( (!tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !Game.map.ContainsResource(t))
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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spriteRenderer.Flush();
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