Fix units visually moving to a bogus subcell via MoveIntoWorld

This commit is contained in:
teees
2016-01-27 12:01:37 +01:00
parent 2f2d7e1083
commit cb3be2cd0d

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@@ -756,7 +756,7 @@ namespace OpenRA.Mods.Common.Traits
var pos = self.CenterPosition;
if (subCell == SubCell.Any)
subCell = self.World.ActorMap.FreeSubCell(cell, subCell);
subCell = Info.SharesCell ? self.World.ActorMap.FreeSubCell(cell, subCell) : SubCell.FullCell;
// TODO: solve/reduce cell is full problem
if (subCell == SubCell.Invalid)