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forked from mirrors/0ad

Display aura range overlay during building preview

Fixes #8868
This commit is contained in:
Atrik
2026-04-12 07:30:00 +02:00
committed by Vantha
parent 7758c98e7c
commit eb2ff98883
2 changed files with 13 additions and 1 deletions
@@ -84,9 +84,14 @@ Auras.prototype.GetRangeOverlays = function()
{
const rangeOverlays = [];
// Check if this is a preview entity
const cmpVisibility = Engine.QueryInterface(this.entity, IID_Visibility);
const isPreview = cmpVisibility && cmpVisibility.GetPreview && cmpVisibility.GetPreview();
for (const name of this.GetAuraNames())
{
if (!this.IsRangeAura(name) || !this[name].isApplied)
// For preview entities, show auras even if isApplied is false
if (!this.IsRangeAura(name) || (!isPreview && !this[name].isApplied))
continue;
const rangeOverlay = AuraTemplates.Get(name).rangeOverlay;
@@ -141,6 +146,12 @@ Auras.prototype.CalculateAffectedPlayers = function(name)
Auras.prototype.CanApply = function(name)
{
// Check if this is a preview entity via Visibility component
// If it is, then we don't apply the aura
const cmpVisibility = Engine.QueryInterface(this.entity, IID_Visibility);
if (cmpVisibility && cmpVisibility.GetPreview && cmpVisibility.GetPreview())
return false;
if (!AuraTemplates.Get(name).requiredTechnology)
return true;
@@ -5,6 +5,7 @@
to this list should be carefully considered -->
<!-- Attack is needed for the Actor Viewer and attack range overlay -->
<Attack merge=""/>
<Auras merge=""/>
<BuildRestrictions merge=""/>
<Decay merge=""/>
<Footprint merge=""/>