Also use the new ignore_units pathfinding optimization for show_enemy_moves
This avoid the multiple "small world with only 1 unit" creations, which were done even when not used (when using the not ignoring our units mode). PS: it's more to unify the pathfinding methods used than for performance (except maybe when there is a lot of enemy units)
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1 changed files with 2 additions and 3 deletions
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@ -1463,9 +1463,8 @@ private:
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if(teams_[team_num - 1].is_enemy(u->second.side()) && !gui_->fogged(u->first) && !u->second.incapacitated() && !invisible) {
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const unit_movement_resetter move_reset(u->second);
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const bool teleports = u->second.get_ability_bool("teleport",u->first);
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unit_map units(u->first, u->second);
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const paths& path = paths(map_,status_,gameinfo_,ignore_units?units:units_,
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u->first,teams_,false,teleports,teams_[gui_->viewing_team()]);
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const paths& path = paths(map_,status_,gameinfo_,units_,
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u->first,teams_,false,teleports,teams_[gui_->viewing_team()], 0,false, ignore_units);
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gui_->highlight_another_reach(path);
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}
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