Add AnyBuildingAt method to BuildingInfluence.
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@@ -54,8 +54,8 @@ namespace OpenRA.Mods.Common.Traits
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}
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// Replacements are enabled and the cell contained at least one (not ignored) actor or building bib
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var building = world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell);
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if (foundActors || building != null)
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var foundBuilding = world.WorldActor.Trait<BuildingInfluence>().AnyBuildingAt(cell);
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if (foundActors || foundBuilding)
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{
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// The cell contains at least one actor, and none were replaceable
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if (acceptedReplacements == null)
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@@ -73,8 +73,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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// HACK: To preserve legacy behaviour, AllowInvalidPlacement should display red placement indicators
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// if (and only if) there is a building or bib in the cell
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var building = world.WorldActor.Trait<BuildingInfluence>().GetBuildingAt(cell);
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if (building != null)
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if (world.WorldActor.Trait<BuildingInfluence>().AnyBuildingAt(cell))
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return false;
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}
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