(svn r12547) -Feature: invisibility options to make objects invisible instead of transparent

This commit is contained in:
smatz
2008-04-03 19:55:40 +00:00
parent 83f9e141e0
commit febc5150c9
21 changed files with 189 additions and 31 deletions

View File

@@ -171,6 +171,8 @@ static void DrawTile_Unmovable(TileInfo *ti)
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
DrawClearLandTile(ti, 2);
if (IsInvisibilitySet(TO_STRUCTURES)) break;
AddSortableSpriteToDraw(
dtu->image.sprite, PAL_NONE, ti->x | dtu->delta_x, ti->y | dtu->delta_y,
dtu->size_x, dtu->size_y, dtu->size_z, ti->z,
@@ -185,6 +187,8 @@ static void DrawTile_Unmovable(TileInfo *ti)
DrawGroundSprite(SPR_CONCRETE_GROUND, PAL_NONE);
if (IsInvisibilitySet(TO_STRUCTURES)) break;
AddSortableSpriteToDraw(SPR_STATUE_COMPANY, PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), ti->x, ti->y, 16, 16, 25, ti->z, IsTransparencySet(TO_STRUCTURES));
break;
@@ -211,6 +215,8 @@ static void DrawTile_Unmovable(TileInfo *ti)
t = &_unmovable_display_datas[GetCompanyHQSection(ti->tile)];
DrawGroundSprite(t->ground.sprite, palette);
if (IsInvisibilitySet(TO_STRUCTURES)) break;
foreach_draw_tile_seq(dtss, t->seq) {
AddSortableSpriteToDraw(
dtss->image.sprite, palette,