From d77563bdb08fd2d4ffa4ad715d8a487f91662e33 Mon Sep 17 00:00:00 2001 From: Chris Forbes Date: Wed, 24 Nov 2010 20:10:14 +1300 Subject: [PATCH] reduce coverage of UiOverlay sprites so you can see the building you're placing --- OpenRA.Game/UiOverlay.cs | 2 +- OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs | 2 -- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/OpenRA.Game/UiOverlay.cs b/OpenRA.Game/UiOverlay.cs index aed67d8372..56e3e6f2bb 100644 --- a/OpenRA.Game/UiOverlay.cs +++ b/OpenRA.Game/UiOverlay.cs @@ -33,7 +33,7 @@ namespace OpenRA for (int i = 0; i < Game.CellSize; i++) for (int j = 0; j < Game.CellSize; j++) - data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex; + data[i * Game.CellSize + j] = ((i+j) % 4 != 0) ? (byte)0 : paletteIndex; return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize)); } diff --git a/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs b/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs index cc015e2427..8e1a14d337 100755 --- a/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs +++ b/OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs @@ -72,8 +72,6 @@ namespace OpenRA.Mods.RA.Orders var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2(); var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo ); - - var cells = new Dictionary(); // Linebuild for walls. // Assumes a 1x1 footprint; weird things will happen for other footprints