Index: binaries/data/mods/public/simulation/components/Visibility.js
===================================================================
--- binaries/data/mods/public/simulation/components/Visibility.js (revision 16917)
+++ binaries/data/mods/public/simulation/components/Visibility.js (working copy)
@@ -56,10 +56,10 @@
*/
Visibility.prototype.GetVisibility = function(player, isVisible, isExplored)
{
+ // Placement previews and corpses:
+ // For the owner only, mock the "RetainInFog" behavior
if (this.preview)
{
- // For the owner only, mock the "RetainInFog" behaviour
-
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() == player && isExplored)
return isVisible ? VIS_VISIBLE : VIS_FOGGED;
Index: source/ps/TemplateLoader.cpp
===================================================================
--- source/ps/TemplateLoader.cpp (revision 16917)
+++ source/ps/TemplateLoader.cpp (working copy)
@@ -419,8 +419,8 @@
if (out.GetChild("Entity").GetChild("VisualActor").IsOk())
CParamNode::LoadXMLString(out, "false");
- // Corpses should remain visible in fog-of-war
- CParamNode::LoadXMLString(out, "truefalsefalse");
+ // Corpses should remain visible in fog-of-war (for the owner only)
+ CParamNode::LoadXMLString(out, "falsefalsetrue");
}
}