forked from Mirrors/openclonk
interaction highlight: limit highlight's Plane for objects behind the Clonk
Otherwise, a catapult might appear to shine through the Clonk. This might look odd. For objects in front the the Clonk, the GUI-Plane is kept.liquid_container
parent
c6da7d54aa
commit
76f971e9d9
|
@ -92,7 +92,16 @@ private func FxIntHighlightInteractionStart(object target, proplist fx, temp, pr
|
|||
}
|
||||
};
|
||||
fx.dummy.Visibility = VIS_Owner;
|
||||
fx.dummy.Plane = 1000;
|
||||
// The selector's plane should be just behind the Clonk for stuff that usually is behind the Clonk.
|
||||
// Otherwise, it looks rather odd when the catapult shines through the Clonk.
|
||||
if (fx.obj.Plane < this.Plane)
|
||||
{
|
||||
fx.dummy.Plane = this.Plane - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
fx.dummy.Plane = 1000;
|
||||
}
|
||||
var multiple_interactions_hint = "";
|
||||
if (fx.interaction.has_multiple_interactions)
|
||||
multiple_interactions_hint = Format("<c 999999>[%s] $More$..</c>", GetPlayerControlAssignment(GetOwner(), CON_Up, true, false));
|
||||
|
|
Loading…
Reference in New Issue