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)
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1 changed files with 3 additions and 6 deletions
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@ -330,12 +330,6 @@ void game_display::draw(bool update,bool force)
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}
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}
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}
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}
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// footsteps indicating a movement path may be
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// required; this has to be done before fogging
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// because you might specify a goto to a place
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// your unit can't reach in one turn.
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tile_stack_append(footstep_image(*it));
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if(!is_shrouded /*|| !on_map*/) {
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if(!is_shrouded /*|| !on_map*/) {
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tile_stack_terrains(*it,tod.id,image_type,ADJACENT_FOREGROUND);
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tile_stack_terrains(*it,tod.id,image_type,ADJACENT_FOREGROUND);
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}
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}
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@ -383,6 +377,9 @@ void game_display::draw(bool update,bool force)
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tile_stack_append(itor->second);
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tile_stack_append(itor->second);
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}
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}
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// footsteps indicating a movement path
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tile_stack_append(footstep_image(*it));
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// paint selection and mouseover overlays
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// paint selection and mouseover overlays
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if(*it == selectedHex_ && on_map && selected_hex_overlay_ != NULL)
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if(*it == selectedHex_ && on_map && selected_hex_overlay_ != NULL)
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tile_stack_append(selected_hex_overlay_);
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tile_stack_append(selected_hex_overlay_);
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