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Fix for visible inventory (4zK)
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Gacyr authored and Gacyr committed May 9, 2020
1 parent eb99b31 commit d45bbd8
Showing 1 changed file with 1 addition and 2 deletions.
3 changes: 1 addition & 2 deletions Base.rte/AI/HumanFunctions.lua
Original file line number Diff line number Diff line change
Expand Up @@ -144,9 +144,8 @@ function HumanFunctions.DoVisibleInventory(actor, showAll)
local rotAng = actor.RotAngle + tallAng + (heldCount * tilt - itemCount * tilt + isFirearm /itemSize) /itemCount * actor.FlipFactor;

for player = Activity.PLAYER_1, Activity.MAXPLAYERCOUNT - 1 do
local screen = ActivityMan:GetActivity():ScreenOfPlayer(actor.controller.Player);
if not SceneMan:IsUnseen(drawPos.X, drawPos.Y, ActivityMan:GetActivity():GetTeamOfPlayer(player)) then
PrimitiveMan:DrawBitmapPrimitive(screen, drawPos, item, rotAng, 0);
PrimitiveMan:DrawBitmapPrimitive(ActivityMan:GetActivity():ScreenOfPlayer(player), drawPos, item, rotAng, 0);
end
end
end
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