Conduit sprites improved / Fixed incorrect proximity update
|
Before Width: | Height: | Size: 209 B After Width: | Height: | Size: 210 B |
|
Before Width: | Height: | Size: 243 B After Width: | Height: | Size: 234 B |
|
Before Width: | Height: | Size: 252 B After Width: | Height: | Size: 235 B |
|
Before Width: | Height: | Size: 262 B After Width: | Height: | Size: 231 B |
|
Before Width: | Height: | Size: 251 B After Width: | Height: | Size: 240 B |
|
Before Width: | Height: | Size: 242 B After Width: | Height: | Size: 235 B |
|
Before Width: | Height: | Size: 239 B After Width: | Height: | Size: 234 B |
|
Before Width: | Height: | Size: 267 B After Width: | Height: | Size: 273 B |
|
Before Width: | Height: | Size: 287 B After Width: | Height: | Size: 285 B |
|
Before Width: | Height: | Size: 282 B After Width: | Height: | Size: 269 B |
|
Before Width: | Height: | Size: 289 B After Width: | Height: | Size: 272 B |
|
Before Width: | Height: | Size: 284 B After Width: | Height: | Size: 273 B |
|
Before Width: | Height: | Size: 289 B After Width: | Height: | Size: 270 B |
|
Before Width: | Height: | Size: 270 B After Width: | Height: | Size: 267 B |
|
Before Width: | Height: | Size: 138 KiB After Width: | Height: | Size: 138 KiB |
@@ -8,6 +8,7 @@ import io.anuke.mindustry.content.blocks.Blocks;
|
||||
import io.anuke.mindustry.entities.TileEntity;
|
||||
import io.anuke.mindustry.entities.traits.TargetTrait;
|
||||
import io.anuke.mindustry.game.Team;
|
||||
import io.anuke.mindustry.world.blocks.BlockPart;
|
||||
import io.anuke.mindustry.world.blocks.Floor;
|
||||
import io.anuke.mindustry.world.modules.ConsumeModule;
|
||||
import io.anuke.mindustry.world.modules.InventoryModule;
|
||||
@@ -414,7 +415,7 @@ public class Tile implements PosTrait, TargetTrait{
|
||||
if(block.hasLiquids) entity.liquids = new LiquidModule();
|
||||
if(block.hasPower) entity.power = new PowerModule();
|
||||
entity.updateProximity();
|
||||
}else{
|
||||
}else if(!(block instanceof BlockPart)){
|
||||
//since the entity won't update proximity for us, update proximity for all nearby tiles manually
|
||||
for(GridPoint2 p : Geometry.d4){
|
||||
Tile tile = world.tile(x + p.x, y + p.y);
|
||||
|
||||