From 8f15535da0a6c527ab81c66aadede7cb67324c01 Mon Sep 17 00:00:00 2001 From: Andre Mohren Date: Thu, 2 Aug 2018 23:55:29 +0200 Subject: [PATCH] Allow to use non tileset specific build-valid. --- OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs b/OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs index c183466d5f..7f747badd2 100644 --- a/OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs +++ b/OpenRA.Mods.Common/Orders/PlaceBuildingOrderGenerator.cs @@ -64,7 +64,10 @@ namespace OpenRA.Mods.Common.Orders faction = buildableInfo.ForceFaction ?? (mostLikelyProducer.Trait != null ? mostLikelyProducer.Trait.Faction : queue.Actor.Owner.Faction.InternalName); - buildOk = map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0); + if (map.Rules.Sequences.HasSequence("overlay", "build-valid-{0}".F(tileset))) + buildOk = map.Rules.Sequences.GetSequence("overlay", "build-valid-{0}".F(tileset)).GetSprite(0); + else + buildOk = map.Rules.Sequences.GetSequence("overlay", "build-valid").GetSprite(0); buildBlocked = map.Rules.Sequences.GetSequence("overlay", "build-invalid").GetSprite(0); buildingInfluence = world.WorldActor.Trait();