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:
@@ -54,7 +54,7 @@ namespace OpenRA.Traits
|
||||
|
||||
void DrawPips(WorldRenderer wr, Actor self, float2 basePosition)
|
||||
{
|
||||
if (self.Owner != self.World.LocalPlayer) return;
|
||||
if (self.Owner != self.World.RenderedPlayer) return;
|
||||
|
||||
var pipSources = self.TraitsImplementing<IPips>();
|
||||
if (pipSources.Count() == 0)
|
||||
@@ -95,7 +95,7 @@ namespace OpenRA.Traits
|
||||
|
||||
void DrawTags(WorldRenderer wr, Actor self, float2 basePosition)
|
||||
{
|
||||
if (self.Owner != self.World.LocalPlayer) return;
|
||||
if (self.Owner != self.World.RenderedPlayer) return;
|
||||
|
||||
// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
|
||||
var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
|
||||
|
||||
Reference in New Issue
Block a user