Some parts of some buildings are pathable.

- not handling WEAP/FIX yet; that's special-case logic.
This commit is contained in:
Bob
2009-10-13 19:11:32 +13:00
parent c6e739d162
commit 9ba0a632e2
5 changed files with 40 additions and 21 deletions

View File

@@ -20,14 +20,14 @@ namespace OpenRa.Game
void AddInfluence(Actor a)
{
foreach (var t in Footprint.Tiles(a.unitInfo.Name, a.Location))
foreach (var t in Footprint.UnpathableTiles(a.unitInfo.Name, a.Location))
if (IsValid(t))
influence[t.X, t.Y] = a;
}
void RemoveInfluence(Actor a)
{
foreach (var t in Footprint.Tiles(a.unitInfo.Name, a.Location))
foreach (var t in Footprint.UnpathableTiles(a.unitInfo.Name, a.Location))
if (IsValid(t))
influence[t.X, t.Y] = null;
}