- bugfix from tomreyn's stacktrace for resource selection
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@ -5245,7 +5245,7 @@ void Renderer::renderSelectionEffects() {
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for(int i=0; i<selection->getCount(); ++i){
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const Unit *unit= selection->getUnit(i);
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if(unit != NULL) {
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//translate
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Vec3f currVec= unit->getCurrVectorFlat();
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currVec.y+= 0.3f;
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@ -5323,10 +5323,10 @@ void Renderer::renderSelectionEffects() {
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}
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}
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}
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}
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if(selectedResourceObject!=NULL && selection->getCount()<1)
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{
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}
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if(selectedResourceObject != NULL && selectedResourceObject->getResource() != NULL && selection->getCount() < 1) {
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Resource *r= selectedResourceObject->getResource();
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int defaultValue= r->getType()->getDefResPerPatch();
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float colorValue=static_cast<float>(r->getAmount())/static_cast<float>(defaultValue);
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@ -5336,7 +5336,7 @@ void Renderer::renderSelectionEffects() {
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//target arrow
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if(selection->getCount() == 1) {
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const Unit *unit= selection->getUnit(0);
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if(unit != NULL) {
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//comand arrow
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if(focusArrows && unit->anyCommand()) {
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const CommandType *ct= unit->getCurrCommand()->getCommandType();
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@ -5382,12 +5382,11 @@ void Renderer::renderSelectionEffects() {
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Vec3f arrowTarget= Vec3f(pos.x, map->getCell(pos)->getHeight(), pos.y);
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renderArrow(unit->getCurrVectorFlat(), arrowTarget, Vec3f(0.f, 0.f, 1.f), 0.3f);
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}
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}
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}
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//render selection hightlights
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if(game->getGui()->getHighlightedUnit()!=NULL)
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{
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if(game->getGui()->getHighlightedUnit() != NULL) {
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const Unit *unit=game->getGui()->getHighlightedUnit() ;
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if(unit->isHighlighted()) {
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@ -5425,11 +5424,9 @@ void Renderer::renderSelectionEffects() {
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// }
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// }
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//render resource selection highlight
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if(game->getGui()->getHighlightedResourceObject()!=NULL)
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{
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if(game->getGui()->getHighlightedResourceObject() != NULL) {
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const Object* object=game->getGui()->getHighlightedResourceObject();
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if(object->isHighlighted())
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{
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if(object->isHighlighted()) {
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float highlight= object->getHightlight();
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glColor4f(0.1f, 0.1f , 1.0f, highlight);
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Vec3f v= object->getPos();
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