HUD: Show GLOW and LITH ctype as number, don't show ctype for elements which use it as data storage (such as PHOT or PRTI)
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@ -2174,14 +2174,16 @@ void GameView::OnDraw()
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else
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else
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{
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{
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sampleInfo << c->ElementResolve(type, ctype);
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sampleInfo << c->ElementResolve(type, ctype);
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if (wavelengthGfx)
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if (wavelengthGfx || type == PT_EMBR || type == PT_PRTI || type == PT_PRTO)
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sampleInfo << " (" << ctype << ")";
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{
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// Do nothing, ctype is meaningless for these elements
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}
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// Some elements store extra LIFE info in upper bits of ctype, instead of tmp/tmp2
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// Some elements store extra LIFE info in upper bits of ctype, instead of tmp/tmp2
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else if (type == PT_CRAY || type == PT_DRAY || type == PT_CONV || type == PT_LDTC)
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else if (type == PT_CRAY || type == PT_DRAY || type == PT_CONV || type == PT_LDTC)
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sampleInfo << " (" << c->ElementResolve(TYP(ctype), ID(ctype)) << ")";
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sampleInfo << " (" << c->ElementResolve(TYP(ctype), ID(ctype)) << ")";
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else if (type == PT_CLNE || type == PT_BCLN || type == PT_PCLN || type == PT_PBCN || type == PT_DTEC)
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else if (type == PT_CLNE || type == PT_BCLN || type == PT_PCLN || type == PT_PBCN || type == PT_DTEC)
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sampleInfo << " (" << c->ElementResolve(ctype, sample.particle.tmp) << ")";
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sampleInfo << " (" << c->ElementResolve(ctype, sample.particle.tmp) << ")";
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else if (c->IsValidElement(ctype))
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else if (c->IsValidElement(ctype) && type != PT_GLOW && type != PT_WIRE && type != PT_SOAP && type != PT_LITH)
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sampleInfo << " (" << c->ElementResolve(ctype, 0) << ")";
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sampleInfo << " (" << c->ElementResolve(ctype, 0) << ")";
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else if (ctype)
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else if (ctype)
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sampleInfo << " (" << ctype << ")";
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sampleInfo << " (" << ctype << ")";
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