forked from 0ad/0ad
parent
8d977e4818
commit
9489076c51
@ -512,10 +512,10 @@ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
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// tell GetLosVisibility to force RetainInFog because preview entities set this to false,
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// which would show them as hidden instead of fogged
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var hidden = (cmpRangeManager && cmpRangeManager.GetLosVisibility(ent, player, true) == "hidden");
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var visible = (cmpRangeManager && cmpRangeManager.GetLosVisibility(ent, player, true) != "hidden");
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var validPlacement = false;
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if (!hidden)
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if (visible)
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{ // Check whether it's obstructed by other entities or invalid terrain
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var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
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if (!cmpBuildRestrictions)
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@ -524,7 +524,7 @@ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
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validPlacement = (cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement(player));
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}
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var ok = (!hidden && validPlacement);
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var ok = (visible && validPlacement);
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// Set it to a red shade if this is an invalid location
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var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
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@ -220,8 +220,8 @@ function ProcessCommand(player, cmd)
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// tell GetLosVisibility to force RetainInFog because preview entities set this to false,
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// which would show them as hidden instead of fogged
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var hidden = (cmpRangeManager.GetLosVisibility(ent, player, true) == "hidden");
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if (hidden)
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var visible = (cmpRangeManager && cmpRangeManager.GetLosVisibility(ent, player, true) != "hidden");
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if (!visible)
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{
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if (g_DebugCommands)
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{
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