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authorIra Rice <irarice@gmail.com>2008-10-27 04:23:43 +0000
committerIra Rice <irarice@gmail.com>2008-10-27 04:23:43 +0000
commit218ad29dc13b1b89da9804dec15f32692d8709d6 (patch)
treee1547d951089109de83833fb2a29067fc11eee8c /src/gui
parent8119f4ec53b64adc427f683077f65ce8aec85582 (diff)
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Made targets draw on the fringe layer, as well as added t for talking to
an NPC, n for targeting an NPC, and changed basic targeting code so that it'll time out after being on a target for longer than a minute.
Diffstat (limited to 'src/gui')
-rw-r--r--src/gui/viewport.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/gui/viewport.cpp b/src/gui/viewport.cpp
index 7f420e0a..426906a0 100644
--- a/src/gui/viewport.cpp
+++ b/src/gui/viewport.cpp
@@ -28,7 +28,6 @@
#include "gui.h"
#include "popupmenu.h"
-#include "../simpleanimation.h"
#include "../beingmanager.h"
#include "../configuration.h"
#include "../flooritemmanager.h"
@@ -174,8 +173,6 @@ Viewport::draw(gcn::Graphics *gcnGraphics)
if (mMap)
{
mMap->draw(graphics, (int) mPixelViewX, (int) mPixelViewY);
- player_node->drawTargetCursor(graphics, (int) mPixelViewX, (int) mPixelViewY);
-
// Find a path from the player to the mouse, and draw it. This is for debug
// purposes.