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Merge pull request #1441 from Azaezel/alpha41/controlConfusion
handle relfecting the health of the controlled object
This commit is contained in:
commit
cdaa6533b2
2 changed files with 11 additions and 1 deletions
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@ -147,6 +147,11 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
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if (!conn)
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if (!conn)
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return;
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return;
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ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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//cover the case of a connection controling an object in turn controlling another
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if (control && control->getControlObject())
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control = control->getControlObject();
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if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
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if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
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return;
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return;
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@ -148,7 +148,12 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
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GameConnection* conn = GameConnection::getConnectionToServer();
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn)
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if (!conn)
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return;
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return;
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ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
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//cover the case of a connection controling an object in turn controlling another
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if (control && control->getControlObject())
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control = control->getControlObject();
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if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
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if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
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return;
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return;
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