-
Notifications
You must be signed in to change notification settings - Fork 121
refactor: Use new utility logic for handling observed player behaviour #1861
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
xezon
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Did you also make a pass on getCurrentlyViewedPlayerRelationship and getCurrentlyViewedPlayerSide?
Regarding There is a single usage of this function in the radar logic, which I believe is valid. We do not want to consider the relationship of a defeated player when determining whether to show stealthed units on the radar. If the player is not observing anyone in particular, we want a NEUTRAL relationship rather than the local player's. Regarding There is a single usage of this function in the EVA logic. It looks like this is not needed as the logic falls back to the local player's side. I shall update this. |
Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ControlBarPopupDescription.cpp
Outdated
Show resolved
Hide resolved
This reverts commit 9dfa949.
xezon
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks proper.
Fixes #1859
This change adjusts various conditional behaviour concerning the currently observed player to utilise the new utility logic where applicable.