Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. - Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored. - GPS will provide visibility in the fog-of-war. - Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
This commit is contained in:
@@ -72,9 +72,9 @@ namespace OpenRA.Graphics
|
||||
if (firstRow < 0) firstRow = 0;
|
||||
if (lastRow > map.Bounds.Height) lastRow = map.Bounds.Height;
|
||||
|
||||
if (world.LocalPlayer != null && !world.LocalShroud.Disabled && world.LocalShroud.Bounds.HasValue)
|
||||
if (world.RenderedPlayer != null && !world.RenderedShroud.Disabled && world.RenderedShroud.Bounds.HasValue)
|
||||
{
|
||||
var r = world.LocalShroud.Bounds.Value;
|
||||
var r = world.RenderedShroud.Bounds.Value;
|
||||
if (firstRow < r.Top - map.Bounds.Top)
|
||||
firstRow = r.Top - map.Bounds.Top;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user