Fix players being able to manually attack invisible structures

This commit is contained in:
Pavel Penev
2015-10-18 16:23:47 +03:00
parent 000c701414
commit a69f26b705

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Orders
else
{
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority();
target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
}
@@ -73,7 +73,7 @@ namespace OpenRA.Orders
else
{
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && !a.Footprint.All(world.ShroudObscures))
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority();
target = frozen != null ? Target.FromFrozenActor(frozen) : Target.FromCell(world, xy);
}