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@@ -131,9 +131,9 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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GameConnection* conn = GameConnection::getConnectionToServer();
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GameConnection* conn = GameConnection::getConnectionToServer();
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if (!conn)
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if (!conn)
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return;
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return;
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- /*GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
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+ GameBase* control = dynamic_cast<GameBase*>(conn->getCameraObject());
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if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson())
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if (!control || !(control->getTypeMask() & ObjectMask) || !conn->isFirstPerson())
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- return;*/
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+ return;
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// Parent render.
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// Parent render.
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Parent::onRender(offset,updateRect);
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Parent::onRender(offset,updateRect);
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@@ -153,7 +153,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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// Collision info. We're going to be running LOS tests and we
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// Collision info. We're going to be running LOS tests and we
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// don't want to collide with the control object.
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// don't want to collide with the control object.
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticShapeObjectType;
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static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticShapeObjectType;
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- //control->disableCollision();
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+ control->disableCollision();
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RayInfo info;
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RayInfo info;
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if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
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if (gClientContainer.castRay(camPos, endPos, losMask, &info)) {
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@@ -220,7 +220,7 @@ void GuiCrossHairHud::onRender(Point2I offset, const RectI &updateRect)
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}
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}
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// Restore control object collision
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// Restore control object collision
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- //control->enableCollision();
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+ control->enableCollision();
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}
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}
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