Fix selection rings while garrisoning
Differential Revision: https://code.wildfiregames.com/D1158 Reviewed by: elexis, Itms Refs: #2627 This was SVN commit r21241.
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@ -349,19 +349,6 @@ void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
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break;
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}
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case MT_PositionChanged:
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{
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if (m_AlwaysVisible)
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{
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const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&> (msg);
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if (!msgData.inWorld)
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m_Color.a = m_AlphaMin = MIN_ALPHA_UNSELECTED;
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else if (!m_Selected)
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m_Color.a = m_AlphaMin = MIN_ALPHA_ALWAYS_VISIBLE;
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}
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InvalidateStaticOverlay();
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break;
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}
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case MT_TerrainChanged:
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case MT_WaterChanged:
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InvalidateStaticOverlay();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2017 Wildfire Games.
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/* Copyright (C) 2018 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -397,7 +397,13 @@ void CCmpUnitRenderer::RenderSubmit(SceneCollector& collector, const CFrustum& f
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unit.culled = true;
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if (!(unit.actor && unit.inWorld))
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if (!unit.actor)
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continue;
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if (unit.visibilityDirty)
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UpdateVisibility(unit);
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if (unit.visibility == ICmpRangeManager::VIS_HIDDEN)
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continue;
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if (!g_AtlasGameLoop->running && !g_RenderActors && (unit.flags & ACTOR_ONLY))
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@ -409,11 +415,6 @@ void CCmpUnitRenderer::RenderSubmit(SceneCollector& collector, const CFrustum& f
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if (culling && !frustum.IsSphereVisible(unit.sweptBounds.GetCenter(), unit.sweptBounds.GetRadius()))
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continue;
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if (unit.visibilityDirty)
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UpdateVisibility(unit);
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if (unit.visibility == ICmpRangeManager::VIS_HIDDEN)
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continue;
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unit.culled = false;
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CModelAbstract& unitModel = unit.actor->GetModel();
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