adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
authornemo
Thu, 14 Apr 2011 18:17:30 -0400
changeset 5145 120f4271f197
parent 5144 4e346ac9550e
child 5146 7b65e83e261d
adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
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