Fix cloak detectors revealing for everyone.
They now only reveal for their owner and their allies.
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@@ -108,10 +108,9 @@ namespace OpenRA.Mods.RA
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if (!Cloaked || self.Owner.IsAlliedWith(viewer))
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return true;
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// TODO: Change this to be per-player? A cloak detector revealing to everyone is dumb
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a =>
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a.Actor.Owner.Stances[self.Owner] != Stance.Ally &&
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(self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
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var centerPosition = self.CenterPosition;
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a => a.Actor.Owner.IsAlliedWith(viewer) &&
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(centerPosition - a.Actor.CenterPosition).Length < WRange.FromCells(a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range).Range);
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}
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public Color RadarColorOverride(Actor self)
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@@ -33,15 +33,12 @@ namespace OpenRA.Mods.RA
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cloak = self.TraitOrDefault<Cloak>();
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}
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public virtual bool TargetableBy(Actor self, Actor byActor)
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public virtual bool TargetableBy(Actor self, Actor viewer)
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{
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if (cloak == null || !cloak.Cloaked)
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return true;
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if (self.Owner.IsAlliedWith(byActor.Owner))
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return true;
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return self.World.ActorsWithTrait<DetectCloaked>().Any(a => (self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<DetectCloakedInfo>().Range);
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return cloak.IsVisible(self, viewer.Owner);
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}
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public virtual string[] TargetTypes { get { return info.TargetTypes; } }
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