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:
@@ -33,7 +33,7 @@ namespace OpenRA.Mods.RA.Widgets
|
||||
var cell = Game.viewport.ViewToWorld(Viewport.LastMousePos);
|
||||
if (!world.Map.IsInMap(cell)) return;
|
||||
|
||||
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(cell))
|
||||
if (world.LocalPlayer != null && !world.RenderedShroud.IsExplored(cell))
|
||||
{
|
||||
var utext = "Unexplored Terrain";
|
||||
var usz = Game.Renderer.Fonts["Bold"].Measure(utext) + new int2(20, 24);
|
||||
|
||||
Reference in New Issue
Block a user