Browse Source

allow misc health readouts to detect vehicles

AzaezelX 1 year ago
parent
commit
22df872f2d

+ 1 - 1
Engine/source/T3D/fps/guiHealthBarHud.cpp

@@ -147,7 +147,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
    if (!conn)
       return;
    ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
-   if (!control || !(control->getTypeMask() & PlayerObjectType))
+   if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
       return;
 
    if(mDisplayEnergy)

+ 1 - 1
Engine/source/T3D/fps/guiHealthTextHud.cpp

@@ -149,7 +149,7 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
    if (!conn)  
       return;  
    ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());  
-   if (!control || !(control->getTypeMask() & PlayerObjectType))  
+   if (!control || !(control->getTypeMask() & (PlayerObjectType | VehicleObjectType)))
       return;  
   
    // Just grab the damage/energy right off the control object.    

+ 1 - 1
Engine/source/T3D/fps/guiShapeNameHud.cpp

@@ -209,7 +209,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
             // Target pos to test, if it's a player run the LOS to his eye
             // point, otherwise we'll grab the generic box center.
             Point3F shapePos;
-            if (shape->getTypeMask() & PlayerObjectType) 
+            if (shape->getTypeMask() & (PlayerObjectType | VehicleObjectType))
             {
                MatrixF eye;