Application: allow hiding any weapon part.
This also improves hiding of shield parts and missiles at the same time.
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f11c7828e5
1 changed files with 10 additions and 13 deletions
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@ -496,20 +496,17 @@ Application::drawWeaponEditor(GameObjects::Weapon& weapon) {
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}
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}
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}
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}
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if(weapon.type == GameObjects::Weapon::Type::Shield ||
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(weapon.type == GameObjects::Weapon::Type::BulletLauncher && _selectedWeaponPart != 0))
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{
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ImGui::SameLine();
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ImGui::SameLine();
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if(ImGui::SmallButton("Unequip")) {
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if(ImGui::SmallButton("Hide part " ICON_FA_QUESTION_CIRCLE)) {
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part.id = -1;
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part.id = 96 + (part.id / 100) * 100;
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}
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if(weapon.type == GameObjects::Weapon::Type::Shield && _selectedWeaponPart == 0) {
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drawTooltip("This will make the whole shield and its accessories invisible.");
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}
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else {
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drawTooltip("This will make accessories invisible as well.");
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}
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}
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}
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drawTooltip(_selectedWeaponPart == 0 ?
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"This will hide the selected part, but not its accessories. "
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"Parts attached to this one will also be hidden, though their accessories WON'T be visible. "
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"For parts that affect weapon stance/functionality, this feature will try to preserve that." :
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"This will hide the selected part, but not its accessories. "
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"For parts that affect weapon stance/functionality, this feature will try to preserve that.",
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static_cast<float>(windowSize().x()) * 0.4f);
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if(ImGui::BeginChild("##PartDetails", {}, ImGuiChildFlags_Border)) {
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if(ImGui::BeginChild("##PartDetails", {}, ImGuiChildFlags_Border)) {
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ImGui::TextUnformatted("Styles:");
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ImGui::TextUnformatted("Styles:");
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