weaponAlwaysVisible.patch (2,073 bytes)
2007-11-21 15:20
Index: Lua/LuaWeaponDefs.cpp
===================================================================
--- Lua/LuaWeaponDefs.cpp (revision 4848)
+++ Lua/LuaWeaponDefs.cpp (working copy)
@@ -343,6 +343,7 @@
HSTR_PUSH_NUMBER(L, "alphaDecay", v.alphaDecay);
HSTR_PUSH_NUMBER(L, "separation", v.separation);
HSTR_PUSH_BOOL (L, "noGap", v.noGap);
+ HSTR_PUSH_BOOL (L, "alwaysVisible",v.alwaysVisible);
return 1;
// CColorMap *colorMap;
// AtlasedTexture *texture1;
Index: Sim/Projectiles/WeaponProjectiles/WeaponProjectile.cpp
===================================================================
--- Sim/Projectiles/WeaponProjectiles/WeaponProjectile.cpp (revision 4848)
+++ Sim/Projectiles/WeaponProjectiles/WeaponProjectile.cpp (working copy)
@@ -89,6 +89,8 @@
if(weaponDef->interceptedByShieldType) {
interceptHandler.AddShieldInterceptableProjectile(this);
}
+
+ alwaysVisible = weaponDef->visuals.alwaysVisible;
if(!weaponDef->visuals.modelName.empty()){
S3DOModel* model = modelParser->Load3DO(string("objects3d/")+weaponDef->visuals.modelName,1,colorTeam);
Index: Sim/Weapons/WeaponDefHandler.cpp
===================================================================
--- Sim/Weapons/WeaponDefHandler.cpp (revision 4848)
+++ Sim/Weapons/WeaponDefHandler.cpp (working copy)
@@ -112,6 +112,7 @@
wd.noSelfDamage = wdTable.GetBool("noSelfDamage", false);
wd.visuals.modelName = wdTable.GetString("model", "");
wd.visuals.smokeTrail = wdTable.GetBool("smokeTrail", false);
+ wd.visuals.alwaysVisible = wdTable.GetBool("alwaysVisible", false);
wd.waterweapon = wdTable.GetBool("waterWeapon", false);
wd.fireSubmersed = wdTable.GetBool("fireSubmersed", wd.waterweapon);
Index: Sim/Weapons/WeaponDefHandler.h
===================================================================
--- Sim/Weapons/WeaponDefHandler.h (revision 4848)
+++ Sim/Weapons/WeaponDefHandler.h (working copy)
@@ -166,6 +166,8 @@
float sizeDecay;
float separation;
bool noGap;
+
+ bool alwaysVisible;
};
Visuals visuals;