shifting submarine frame dive depth

This commit is contained in:
devZoGok
2025-02-09 15:14:34 +02:00
parent 0578f6e41b
commit 728f4b6d4a
11 changed files with 105 additions and 91 deletions
+3 -3
View File
@@ -624,7 +624,7 @@ namespace battleship{
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
if(ufCtr->isPlacingFrames())
if(ufCtr->isPlacingOnSurface())
ufCtr->update();
}
@@ -659,7 +659,7 @@ namespace battleship{
switch((Bind)bind){
case Bind::LOOK_AROUND:
if(ufCtr->isPlacingFrames()){
if(ufCtr->isPlacingOnSurface()){
Player *player = Game::getSingleton()->getPlayer(0);
GameObjectFrame &frame = ufCtr->getGameObjectFrame(0);
Model *model = frame.getModel();
@@ -678,7 +678,7 @@ namespace battleship{
break;
case Bind::ROTATE_OBJ_FRAME:
ufCtr->removeGameObjectFrames();
ufCtr->setPlacingFrames(false);
ufCtr->setPlacingOnSurface(false);
break;
case Bind::INCREASE_RADIUS:
if(isPressed) mapEditor->updateCircleRadius(true);