units with move skill have higher priority while selecting now than those without move skill ( typically buildings )
This commit is contained in:
parent
bd29260fef
commit
a06cb541b1
|
@ -971,8 +971,15 @@ bool Gui::computeTarget(const Vec2i &screenPos, Vec2i &targetPos, const Unit *&t
|
|||
validPosObjWorld= false;
|
||||
|
||||
if(uc.empty() == false) {
|
||||
targetUnit= uc.front();
|
||||
targetPos= targetUnit->getPos();
|
||||
|
||||
for(int i=0; i<uc.size(); ++i){
|
||||
targetUnit= uc.at(i);
|
||||
targetPos= targetUnit->getPos();
|
||||
if(targetUnit->getType()->hasSkillClass(scMove))
|
||||
{// moving units are more relevant than non moving ones
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if(obj!=NULL) {
|
||||
|
|
Loading…
Reference in New Issue