From ca8dbce0eff1fbbb35a9a7f3174227e58ef8bb4e Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Wed, 10 Apr 2013 19:37:04 +1200 Subject: [PATCH] Display selection decorations to allies & observers. --- OpenRA.Game/Traits/SelectionDecorations.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenRA.Game/Traits/SelectionDecorations.cs b/OpenRA.Game/Traits/SelectionDecorations.cs index 85dac3c42c..0a28adde06 100644 --- a/OpenRA.Game/Traits/SelectionDecorations.cs +++ b/OpenRA.Game/Traits/SelectionDecorations.cs @@ -54,7 +54,7 @@ namespace OpenRA.Traits void DrawPips(WorldRenderer wr, Actor self, float2 basePosition) { - if (self.Owner != self.World.RenderPlayer) + if (!self.Owner.IsAlliedWith(self.World.RenderPlayer)) return; var pipSources = self.TraitsImplementing(); @@ -96,7 +96,7 @@ namespace OpenRA.Traits void DrawTags(WorldRenderer wr, Actor self, float2 basePosition) { - if (self.Owner != self.World.RenderPlayer) + if (!self.Owner.IsAlliedWith(self.World.RenderPlayer)) return; // If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows