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= visual_memory_manager.cpp | Fixed the occasion where the visibility indicator on the HUD was stuck, due to an enemy changing relations.
Co-Authored-By: Revo Lucas <[email protected]>
1 parent 7ef837b commit dde9380

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-6
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+11
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src/xrGame/visual_memory_manager.cpp

Lines changed: 11 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -705,13 +705,18 @@ void CVisualMemoryManager::update(float time_delta)
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}
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#endif
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708-
if (m_object && g_actor && m_object->is_relation_enemy(Actor()))
708+
if (m_object && g_actor)
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{
710-
xr_vector<CNotYetVisibleObject>::iterator I = std::find_if(
711-
m_not_yet_visible_objects.begin(), m_not_yet_visible_objects.end(), CNotYetVisibleObjectPredicate(Actor()));
712-
if (I != m_not_yet_visible_objects.end())
710+
if (m_object->is_relation_enemy(Actor()))
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{
714-
SetActorVisibility(m_object->ID(), clampr((*I).m_value / visibility_threshold(), 0.f, 1.f));
712+
xr_vector<CNotYetVisibleObject>::iterator I = std::find_if(m_not_yet_visible_objects.begin(),
713+
m_not_yet_visible_objects.end(), CNotYetVisibleObjectPredicate(Actor()));
714+
if (I != m_not_yet_visible_objects.end())
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{
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SetActorVisibility(m_object->ID(), clampr((*I).m_value / visibility_threshold(), 0.f, 1.f));
717+
}
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else
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SetActorVisibility(m_object->ID(), 0.f);
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}
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else
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SetActorVisibility(m_object->ID(), 0.f);
@@ -771,7 +776,7 @@ void CVisualMemoryManager::save(NET_Packet& packet) const
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packet.w_float((*I).m_object_params.m_orientation.pitch);
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packet.w_float((*I).m_object_params.m_orientation.roll);
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#endif // USE_ORIENTATION
774-
// self params
779+
// self params
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packet.w_u32((*I).m_self_params.m_level_vertex_id);
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packet.w_vec3((*I).m_self_params.m_position);
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#ifdef USE_ORIENTATION

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