Minor blockrenderer cleanup (#6791)

This commit is contained in:
buthed010203
2022-05-08 20:18:02 -04:00
committed by GitHub
parent 668b09e955
commit efee6b9713

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@@ -426,7 +426,7 @@ public class BlockRenderer{
updateShadow(build); updateShadow(build);
renderer.minimap.update(tile); renderer.minimap.update(tile);
} }
build.visibleFlags |= (1L << player.team().id); build.visibleFlags |= (1L << pteam.id);
build.wasVisible = true; build.wasVisible = true;
} }
@@ -436,19 +436,17 @@ public class BlockRenderer{
Draw.z(Layer.block); Draw.z(Layer.block);
} }
if(build.team != player.team()){ if(build.team != pteam){
build.drawTeam(); build.drawTeam();
Draw.z(Layer.block); Draw.z(Layer.block);
} }else if(renderer.drawStatus && block.hasConsumers){
if(build.team == player.team() && renderer.drawStatus && block.hasConsumers){
build.drawStatus(); build.drawStatus();
} }
} }
Draw.reset(); Draw.reset();
}else if(!visible){ }else if(!visible){
//TODO here is the question: should buildings you lost sight of remain rendered? if so, how should this information be stored? //TODO here is the question: should buildings you lost sight of remain rendered? if so, how should this information be stored?
//comment lines below for buggy persistence //uncomment lines below for buggy persistence
//if(build.wasVisible) updateShadow(build); //if(build.wasVisible) updateShadow(build);
//build.wasVisible = false; //build.wasVisible = false;
} }