From d45bbd82d5389ed1ec4e2caeb3d16f2eb67e7052 Mon Sep 17 00:00:00 2001 From: Gacyr Date: Sat, 9 May 2020 17:03:33 -0300 Subject: [PATCH] Fix for visible inventory (4zK) --- Base.rte/AI/HumanFunctions.lua | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Base.rte/AI/HumanFunctions.lua b/Base.rte/AI/HumanFunctions.lua index dd5b026b5..8339e4b11 100644 --- a/Base.rte/AI/HumanFunctions.lua +++ b/Base.rte/AI/HumanFunctions.lua @@ -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