From d40f9b788f3e7267d29e9677e880c7c69efdf1ed Mon Sep 17 00:00:00 2001 From: Ali El Gariani Date: Fri, 3 Aug 2007 03:14:40 +0000 Subject: [PATCH] Also move footsteps later in the rendering sequence of a tile (after grid, overlays and black stripes) The main good point is that we can now better see the footsteps path on zone not reachable in one turn. (it was a bit hard before) --- src/game_display.cpp | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/src/game_display.cpp b/src/game_display.cpp index 5c3683aa088..5b85528747e 100644 --- a/src/game_display.cpp +++ b/src/game_display.cpp @@ -330,12 +330,6 @@ void game_display::draw(bool update,bool force) } } - // footsteps indicating a movement path may be - // required; this has to be done before fogging - // because you might specify a goto to a place - // your unit can't reach in one turn. - tile_stack_append(footstep_image(*it)); - if(!is_shrouded /*|| !on_map*/) { tile_stack_terrains(*it,tod.id,image_type,ADJACENT_FOREGROUND); } @@ -383,6 +377,9 @@ void game_display::draw(bool update,bool force) tile_stack_append(itor->second); } + // footsteps indicating a movement path + tile_stack_append(footstep_image(*it)); + // paint selection and mouseover overlays if(*it == selectedHex_ && on_map && selected_hex_overlay_ != NULL) tile_stack_append(selected_hex_overlay_);