Refactor per-player shrouds & fix shellmap shroud.

This commit is contained in:
Paul Chote
2013-04-10 00:35:39 +12:00
parent 66eff85aa4
commit c428cad70c
33 changed files with 146 additions and 120 deletions

View File

@@ -93,8 +93,8 @@ namespace OpenRA.Mods.RA
var conPos = WPos.Average(positions[i], positions[i-1], positions[i-2], positions[i-3]);
var nextPos = WPos.Average(positions[i-1], positions[i-2], positions[i-3], positions[i-4]);
if (self.World.RenderedShroud.IsVisible(new CPos(conPos)) ||
self.World.RenderedShroud.IsVisible(new CPos(nextPos)))
if (!self.World.FogObscures(new CPos(conPos)) &&
!self.World.FogObscures(new CPos(nextPos)))
{
Game.Renderer.WorldLineRenderer.DrawLine(wr.ScreenPosition(conPos), wr.ScreenPosition(nextPos), trailStart, trailEnd);