Replace BIS_fnc_sortBy by sort for interact_menu occlusion

This commit is contained in:
esteldunedain 2015-05-14 10:54:22 -03:00
parent 20e45b6d1e
commit 4a074d4e31

View File

@ -101,7 +101,7 @@ _fnc_renderSelfActions = {
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
_pos = if !(GVAR(useCursorMenu)) then {
_virtualPoint = (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition);
_wavesAtOrigin = [(positionCameraToWorld [0, 0, 0])] call EFUNC(common,waveHeightAt);
@ -111,7 +111,7 @@ _fnc_renderSelfActions = {
} else {
[0.5, 0.5]
};
{
_action = _x;
[_target, _action, _pos] call FUNC(renderBaseMenu);
@ -144,9 +144,7 @@ if (count GVAR(collectedActionPoints) > 1) then {
// Do the oclusion pass
// Order action points according to z
// @todo: after 1.43 is released switch BIS_fnc_sortBy with sort
GVAR(collectedActionPoints) = [GVAR(collectedActionPoints),[],{_x select 0},"ASCEND"] call BIS_fnc_sortBy;
//GVAR(collectedActionPoints) sort true;
GVAR(collectedActionPoints) sort true;
private ["_i","_j","_delta"];
for [{_i = count GVAR(collectedActionPoints) - 1}, {_i > 0}, {_i = _i - 1}] do {