Ticket #3179: ghostbusters.patch
File ghostbusters.patch, 1.6 KB (added by , 9 years ago) |
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binaries/data/mods/public/simulation/components/Visibility.js
56 56 */ 57 57 Visibility.prototype.GetVisibility = function(player, isVisible, isExplored) 58 58 { 59 // Placement previews and corpses: 60 // For the owner only, mock the "RetainInFog" behavior 59 61 if (this.preview) 60 62 { 61 // For the owner only, mock the "RetainInFog" behaviour62 63 63 let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); 64 64 if (cmpOwnership && cmpOwnership.GetOwner() == player && isExplored) 65 65 return isVisible ? VIS_VISIBLE : VIS_FOGGED; -
source/ps/TemplateLoader.cpp
419 419 if (out.GetChild("Entity").GetChild("VisualActor").IsOk()) 420 420 CParamNode::LoadXMLString(out, "<Entity><VisualActor><SilhouetteDisplay>false</SilhouetteDisplay></VisualActor></Entity>"); 421 421 422 // Corpses should remain visible in fog-of-war 423 CParamNode::LoadXMLString(out, "<Entity><Visibility><RetainInFog> true</RetainInFog><AlwaysVisible>false</AlwaysVisible><Preview>false</Preview></Visibility></Entity>");422 // Corpses should remain visible in fog-of-war (for the owner only) 423 CParamNode::LoadXMLString(out, "<Entity><Visibility><RetainInFog>false</RetainInFog><AlwaysVisible>false</AlwaysVisible><Preview>true</Preview></Visibility></Entity>"); 424 424 } 425 425 } 426 426