Remove some unnecessary oil resource hacks, including flattening to terrain. Please do not put oil resources on sloped ground. It looks stupid even when flattened.

master
Per Inge Mathisen 2011-01-01 13:20:56 +01:00
parent e29bb60fff
commit e6c3408d75
1 changed files with 8 additions and 25 deletions

View File

@ -1881,7 +1881,6 @@ void renderFeature(FEATURE *psFeature)
SDWORD rotation, rx, rz;
PIELIGHT brightness;
Vector3i dv;
Vector3f *vecTemp;
BOOL bForceDraw = ( !getRevealStatus() && psFeature->psStats->visibleAtStart);
int shadowFlags = 0;
@ -1952,27 +1951,13 @@ void renderFeature(FEATURE *psFeature)
shadowFlags = pie_STATIC_SHADOW;
}
if (psFeature->psStats->subType == FEAT_OIL_RESOURCE)
{
vecTemp = psFeature->sDisplay.imd->points;
flattenImd(psFeature->sDisplay.imd, psFeature->pos.x, psFeature->pos.y, 0);
/* currentGameFrame/2 set anim running - GJ hack */
pie_Draw3DShape(psFeature->sDisplay.imd, currentGameFrame/2, 0, brightness, 0, 0);
psFeature->sDisplay.imd->points = vecTemp;
}
else
{
pie_Draw3DShape(psFeature->sDisplay.imd, 0, 0, brightness, shadowFlags, 0);
}
pie_Draw3DShape(psFeature->sDisplay.imd, 0, 0, brightness, shadowFlags, 0);
{
Vector3i zero(0, 0, 0);
Vector2i s(0, 0);
pie_RotateProject( &zero, &s );
psFeature->sDisplay.screenX = s.x;
psFeature->sDisplay.screenY = s.y;
}
Vector3i zero(0, 0, 0);
Vector2i s(0, 0);
pie_RotateProject(&zero, &s);
psFeature->sDisplay.screenX = s.x;
psFeature->sDisplay.screenY = s.y;
pie_MatEnd();
}
@ -2058,11 +2043,9 @@ void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
else
{
//object Proximity displays are for oil resources and artefacts
ASSERT( ((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->type ==
OBJ_FEATURE, "renderProximityMsg: invalid feature" );
ASSERT(((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->type == OBJ_FEATURE, "Invalid object type for proximity display");
if (((FEATURE *)psProxDisp->psMessage->pViewData)->psStats->subType ==
FEAT_OIL_RESOURCE)
if (((FEATURE *)psProxDisp->psMessage->pViewData)->psStats->subType == FEAT_OIL_RESOURCE)
{
//resource
proxImd = getImdFromIndex(MI_BLIP_RESOURCE);