fixed #1171 -- don't shade buildable things just because we're building something else
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@@ -51,6 +51,7 @@ namespace OpenRA.Mods.RA.Widgets
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readonly WorldRenderer worldRenderer;
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readonly WorldRenderer worldRenderer;
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readonly World world;
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readonly World world;
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[ObjectCreator.UseCtor]
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[ObjectCreator.UseCtor]
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public BuildPaletteWidget( [ObjectCreator.Param] World world, [ObjectCreator.Param] WorldRenderer worldRenderer )
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public BuildPaletteWidget( [ObjectCreator.Param] World world, [ObjectCreator.Param] WorldRenderer worldRenderer )
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{
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{
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@@ -213,7 +214,6 @@ namespace OpenRA.Mods.RA.Widgets
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// Icons
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// Icons
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string tooltipItem = null;
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string tooltipItem = null;
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var isBuildingSomething = queue.CurrentItem() != null;
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foreach (var item in allBuildables)
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foreach (var item in allBuildables)
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{
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{
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var rect = new RectangleF(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
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var rect = new RectangleF(origin.X + x * 64, origin.Y + 48 * y, 64, 48);
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@@ -253,7 +253,7 @@ namespace OpenRA.Mods.RA.Widgets
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}
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}
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}
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}
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else
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else
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if (!buildableItems.Any(a => a.Name == item.Name) || isBuildingSomething)
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if (!buildableItems.Any(a => a.Name == item.Name))
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
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var closureName = buildableItems.Any(a => a.Name == item.Name) ? item.Name : null;
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