When things die you get their things.
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fb064ffbf1
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6a72d1160f
3 changed files with 6 additions and 2 deletions
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@ -234,6 +234,8 @@ namespace gui {
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void DNDLoot::render() {
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void DNDLoot::render() {
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if($grab_source && $grab_sprite) {
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if($grab_source && $grab_sprite) {
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$window.draw(*$grab_sprite);
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$window.draw(*$grab_sprite);
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} else {
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dbc::log("nothing to render!");
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}
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}
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}
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}
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@ -370,8 +370,10 @@ namespace gui {
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$status_ui.render($window);
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$status_ui.render($window);
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$combat_ui.render($window);
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$combat_ui.render($window);
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// BUG: no matter how I order this the dnd sprite renders behind the loot ui
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if($loot_ui.active) $loot_ui.render($window);
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if($loot_ui.active) $loot_ui.render($window);
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$dnd_loot.render();
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if(in_state(State::LOOTING)) $dnd_loot.render();
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if($map_open) {
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if($map_open) {
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$map_ui.render($window, $main_ui.$compass_dir);
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$map_ui.render($window, $main_ui.$compass_dir);
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2
main.cpp
2
main.cpp
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@ -31,7 +31,7 @@ int main(int argc, char* argv[]) {
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while(main.active()) {
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while(main.active()) {
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main.render();
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main.render();
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// ZED: need to sort out how to deal with this in the FSM
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// BUG: need to sort out how to deal with this in the FSM
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if(main.in_state(gui::State::IDLE)
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if(main.in_state(gui::State::IDLE)
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|| main.in_state(gui::State::NEXT_LEVEL)
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|| main.in_state(gui::State::NEXT_LEVEL)
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|| main.in_state(gui::State::LOOTING)
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|| main.in_state(gui::State::LOOTING)
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