Don’t try to render the repair indicator if there are no repairers. Fixes #5823

This commit is contained in:
Paul Chote
2014-07-06 10:05:56 +12:00
parent b9d84cb422
commit cc14f5ef17

View File

@@ -47,11 +47,11 @@ namespace OpenRA.Mods.RA.Effects
public IEnumerable<IRenderable> Render(WorldRenderer wr) public IEnumerable<IRenderable> Render(WorldRenderer wr)
{ {
if (building.Destroyed || wr.world.FogObscures(building)) if (building.Destroyed || wr.world.FogObscures(building) || rb.Repairers.Count == 0)
return SpriteRenderable.None; return SpriteRenderable.None;
return anim.Render(building.CenterPosition, var palette = wr.Palette(palettePrefix + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName);
wr.Palette(palettePrefix + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName)); return anim.Render(building.CenterPosition, palette);
} }
void CycleRepairer() void CycleRepairer()