water-bound structures can now be placed only in water
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@@ -20,7 +20,10 @@ namespace OpenRa.Game
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public IEnumerable<Order> Order(int2 xy)
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public IEnumerable<Order> Order(int2 xy)
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{
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{
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// todo: check that space is free
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// todo: check that space is free
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if (Footprint.Tiles(Rules.UnitInfo[Name], xy).Any(t => !Game.IsCellBuildable(t, UnitMovementType.Wheel)))
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[Name];
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if (Footprint.Tiles(bi, xy).Any(
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t => !Game.IsCellBuildable(t,
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bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel)))
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yield break;
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yield break;
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yield return new PlaceBuildingOrder(this, xy);
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yield return new PlaceBuildingOrder(this, xy);
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@@ -35,8 +35,10 @@ namespace OpenRa.Game
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if (!hasOverlay)
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if (!hasOverlay)
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return;
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return;
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foreach( var t in Footprint.Tiles( Rules.UnitInfo[ name ], position ) )
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var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
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spriteRenderer.DrawSprite( Game.IsCellBuildable( t, UnitMovementType.Wheel )
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foreach( var t in Footprint.Tiles( bi, position ) )
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spriteRenderer.DrawSprite( Game.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel )
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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spriteRenderer.Flush();
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spriteRenderer.Flush();
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