adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
--- 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