fix smudgelayer deepening; make biblayer work the same way (not optimal, but better)

This commit is contained in:
Chris Forbes
2010-09-06 18:11:58 +12:00
parent 7f7f4e81a5
commit c5f0dad84e
2 changed files with 25 additions and 27 deletions

View File

@@ -64,9 +64,12 @@ namespace OpenRA.Traits
var tile = tiles[loc];
// Existing smudge; make it deeper
int depth = Info.Depths[tile.type-1];
if (tile.image < depth - 1)
tile.image++;
int depth = Info.Depths[tile.type-1];
if (tile.image < depth - 1)
{
tile.image++;
tiles[loc] = tile; // struct semantics.
}
}
public void Render()
@@ -81,7 +84,7 @@ namespace OpenRA.Traits
if (world.LocalPlayer != null && !world.LocalPlayer.Shroud.IsExplored(kv.Key))
continue;
Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[tiles[kv.Key].type- 1][tiles[kv.Key].image],
Game.Renderer.SpriteRenderer.DrawSprite(smudgeSprites[kv.Value.type- 1][kv.Value.image],
Game.CellSize * kv.Key, "terrain");
}
}