forked from 0ad/0ad
Stop following units into FoW. Patch by crezax. Fixes #1827.
This was SVN commit r13275.
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56784aceab
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@ -773,7 +773,9 @@ void CGameView::Update(const float deltaRealTime)
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if (m->FollowEntity)
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{
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CmpPtr<ICmpPosition> cmpPosition(*(m->Game->GetSimulation2()), m->FollowEntity);
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if (cmpPosition && cmpPosition->IsInWorld())
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CmpPtr<ICmpRangeManager> cmpRangeManager(*(m->Game->GetSimulation2()), SYSTEM_ENTITY);
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if (cmpPosition && cmpPosition->IsInWorld() &&
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cmpRangeManager && cmpRangeManager->GetLosVisibility(m->FollowEntity, m->Game->GetPlayerID(), false) == ICmpRangeManager::VIS_VISIBLE)
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{
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// Get the most recent interpolated position
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float frameOffset = m->Game->GetSimulation2()->GetLastFrameOffset();
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@ -849,7 +851,7 @@ void CGameView::Update(const float deltaRealTime)
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CVector3D desiredPivot = pivot;
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CmpPtr<ICmpRangeManager> cmpRangeManager(*m->Game->GetSimulation2(), SYSTEM_ENTITY);
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CmpPtr<ICmpRangeManager> cmpRangeManager(*(m->Game->GetSimulation2()), SYSTEM_ENTITY);
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if (cmpRangeManager && cmpRangeManager->GetLosCircular())
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{
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// Clamp to a circular region around the center of the map
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