Don’t try to render the repair indicator if there are no repairers. Fixes #5823
This commit is contained in:
@@ -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()
|
||||||
|
|||||||
Reference in New Issue
Block a user