Fix structures so they're illuminated correctly (they were previously illuminated based on whether or not their owner could see them, rather than whether or not you could).
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9342 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
79442c8560
commit
8cf40897c2
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@ -1789,7 +1789,7 @@ void renderFeature(FEATURE *psFeature)
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{
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brightness = pal_SetBrightness(avGetObjLightLevel((BASE_OBJECT*)psFeature, brightness.byte.r));
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}
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if (!hasSensorOnTile(mapTile(map_coord(psFeature->pos.x), map_coord(psFeature->pos.y)), psFeature->player))
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if (!hasSensorOnTile(mapTile(map_coord(psFeature->pos.x), map_coord(psFeature->pos.y)), selectedPlayer))
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{
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brightness.byte.r /= 2;
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brightness.byte.g /= 2;
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@ -2122,7 +2122,7 @@ void renderStructure(STRUCTURE *psStructure)
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{
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buildingBrightness = pal_SetBrightness(avGetObjLightLevel((BASE_OBJECT*)psStructure, buildingBrightness.byte.r));
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}
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if (!hasSensorOnTile(mapTile(map_coord(psStructure->pos.x), map_coord(psStructure->pos.y)), psStructure->player))
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if (!hasSensorOnTile(mapTile(map_coord(psStructure->pos.x), map_coord(psStructure->pos.y)), selectedPlayer))
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{
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buildingBrightness.byte.r /= 2;
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buildingBrightness.byte.g /= 2;
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@ -2550,7 +2550,7 @@ static BOOL renderWallSection(STRUCTURE *psStructure)
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{
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buildingBrightness = pal_SetBrightness(avGetObjLightLevel((BASE_OBJECT*)psStructure, buildingBrightness.byte.r));
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}
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if (!hasSensorOnTile(mapTile(map_coord(psStructure->pos.x), map_coord(psStructure->pos.y)), psStructure->player))
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if (!hasSensorOnTile(mapTile(map_coord(psStructure->pos.x), map_coord(psStructure->pos.y)), selectedPlayer))
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{
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buildingBrightness.byte.r /= 2;
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buildingBrightness.byte.g /= 2;
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