Fix LaserZap LineRenderer flushing.
This commit is contained in:
@@ -90,10 +90,22 @@ namespace OpenRA.Mods.RA.Effects
|
|||||||
var src = new PPos(args.src.X, args.src.Y - args.srcAltitude);
|
var src = new PPos(args.src.X, args.src.Y - args.srcAltitude);
|
||||||
var dest = new PPos(args.dest.X, args.dest.Y - args.destAltitude);
|
var dest = new PPos(args.dest.X, args.dest.Y - args.destAltitude);
|
||||||
var wlr = Game.Renderer.WorldLineRenderer;
|
var wlr = Game.Renderer.WorldLineRenderer;
|
||||||
wlr.LineWidth = info.BeamWidth;
|
|
||||||
|
// TODO: Push this into a BeamRenderable, with support for refraction/ripples on sonic weapons
|
||||||
|
var lineWidth = wlr.LineWidth;
|
||||||
|
if (lineWidth != info.BeamWidth)
|
||||||
|
{
|
||||||
|
wlr.Flush();
|
||||||
|
wlr.LineWidth = info.BeamWidth;
|
||||||
|
}
|
||||||
|
|
||||||
wlr.DrawLine(src.ToFloat2(), dest.ToFloat2(), rc, rc);
|
wlr.DrawLine(src.ToFloat2(), dest.ToFloat2(), rc, rc);
|
||||||
wlr.Flush();
|
|
||||||
wlr.LineWidth = 1f;
|
if (lineWidth != info.BeamWidth)
|
||||||
|
{
|
||||||
|
wlr.Flush();
|
||||||
|
wlr.LineWidth = lineWidth;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user