# HG changeset patch # User nemo # Date 1302819450 14400 # Node ID 120f4271f197870eec29ae70b94fb0e0add47b37 # Parent 4e346ac9550ebd9cf4d7fd33ca65f1dd9c8dd84a adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking diff -r 4e346ac9550e -r 120f4271f197 hedgewars/uGearsRender.pas --- a/hedgewars/uGearsRender.pas Tue Apr 12 15:57:16 2011 -0400 +++ b/hedgewars/uGearsRender.pas Thu Apr 14 18:17:30 2011 -0400 @@ -258,13 +258,12 @@ if (Gear^.State and gstHHDriven) <> 0 then begin - if ((Gear^.State and gstHHThinking) = 0) and + if ((Gear^.State and (gstHHThinking or gstAnimation)) = 0) and /// If current ammo is active, and current ammo has alt attack and uses a crosshair (rope, basically, right now, with no crosshair for parachute/saucer - (((CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and + (((CurAmmoGear <> nil) and //((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0)) or /// If no current ammo is active, and the selected ammo uses a crosshair - (CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0)) and - ((Gear^.State and gstAnimation) = 0) then + ((CurAmmoGear = nil) and ((Ammoz[HH^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0) and ((Gear^.State and gstAttacked) = 0))) then begin (* These calculations are a little complex for a few reasons: 1: I need to draw the laser from weapon origin to nearest land