forked from Mirrors/openclonk
power system's light bulbs are now in front of game-objects (f.e. trees)
parent
b710623186
commit
dfc942a08e
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@ -211,4 +211,13 @@ func SetFade(int a)
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var clr = (bar.current_clr & 0xffffff) + (t_a << 24);
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bar->SetClrModulation(clr, active_overlay);
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}
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}
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func SetPlane(int to)
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{
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// called on a slave?
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if(GetType(bars) != C4V_Array) return;
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for(var bar in bars)
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bar.Plane = to;
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}
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@ -356,6 +356,8 @@ func FxVisualPowerChangeRefresh(target, effect)
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effect.bar = target->CreateProgressBar(GUI_BarProgressBar, effect.max, effect.current, 35
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, controller, {x = off_x, y = off_y}, vis
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, {size = 1000, bars = effect.max / 25, graphics_name = effect.graphics_name, back_graphics_name = effect.back_graphics_name, image = Icon_Lightbulb, fade_speed = 1});
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// appear on a GUI level in front of other objects (f.e. trees)
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effect.bar->SetPlane(1010);
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}
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func FxVisualPowerChangeTimer(target, effect, time)
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