fix ZIndex for the future game update
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1fcddd9141
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@ -242,7 +242,7 @@ foreach (AccountId => ArrayNewPlayerPhysics in ApplyPhysics_Queue) {
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foreach (Key => NewPlayerPhysics in ArrayNewPlayerPhysics) {
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if (Player != Null && NewPlayerPhysics.Time <= Now && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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Log::Log("[ApplyPhysics] Trying to set Event " ^ NewPlayerPhysics.Effect ^ " for " ^ Player.User.Name);
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if (SetPlayerPhysics(NewPlayerPhysics.Effect,NewPlayerPhysics.Value,Player)) {
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if (SetPlayerPhysics(NewPlayerPhysics.Effect, NewPlayerPhysics.Value, Player)) {
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ApplyPhysics_Queue[AccountId].removekey(Key);
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if (ApplyPhysics_Queue[AccountId].count == 0) ApplyPhysics_Queue.removekey(AccountId);
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}
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@ -1091,7 +1091,7 @@ Void SetML() {
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<frame pos="0.5 -6">
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<frame pos="30 0">
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<quad class="quad-effects" pos="-3 -7.5" z-index="1" size="3 3'" opacity="0.7" image="http://files.virtit.fr/TrackMania/Images/EffectsIcons/Reset.dds" />
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<label class="text-suffix" pos="3 -7.2" z-index="0" size="20 5" text="RESET"/>
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<label class="text-suffix" pos="3 -7.2" z-index="1" size="20 5" text="RESET"/>
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<quad id="Reset_EffectButton" class="quad-effects" pos="0 -7.5" z-index="0" size="52.5 5" opacity="0.5" style="UICommon64_1" substyle="BgFrame1" modulatecolor="000" scriptevents="1"/>
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<quad id="Reset_BindedGamepadButton" hidden="1" class="quad-effects GamepadButton" pos="26 -7" z-index="2" size="5 5" />
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<label id="Reset_BindedKBButton" hidden="1" class="text-suffix KBButton" pos="27 -7" z-index="2" size="9 5" textprefix="$t" halign="right" textsize="2"/>
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