hide orbital circles when AR is off
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e8eb7a77a1
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dba6c4183a
1 changed files with 4 additions and 5 deletions
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@ -511,8 +511,8 @@ pub fn update_map_only_object_visibility(
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let player_pos: &Position = q_player.get_single().unwrap();
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let player_pos: &Position = q_player.get_single().unwrap();
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let cam_pos: Vec3 = cam.translation + player_pos.as_vec3();
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let cam_pos: Vec3 = cam.translation + player_pos.as_vec3();
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for (mut vis, onlyinmap) in &mut q_onlyinmap {
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for (mut vis, onlyinmap) in &mut q_onlyinmap {
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if let Some(pos) = id2pos.0.get(&onlyinmap.distance_to_id) {
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if settings.map_active && settings.hud_active {
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if settings.map_active {
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if let Some(pos) = id2pos.0.get(&onlyinmap.distance_to_id) {
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let dist = cam_pos.distance(pos.as_vec3());
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let dist = cam_pos.distance(pos.as_vec3());
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if dist >= onlyinmap.min_distance as f32 {
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if dist >= onlyinmap.min_distance as f32 {
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*vis = Visibility::Inherited;
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*vis = Visibility::Inherited;
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@ -520,12 +520,11 @@ pub fn update_map_only_object_visibility(
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else {
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else {
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*vis = Visibility::Hidden;
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*vis = Visibility::Hidden;
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}
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}
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}
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} else {
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else {
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error!("Failed get position of actor ID '{}'", &onlyinmap.distance_to_id);
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*vis = Visibility::Hidden;
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*vis = Visibility::Hidden;
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}
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}
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} else {
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} else {
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error!("Failed get position of actor ID '{}'", &onlyinmap.distance_to_id);
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*vis = Visibility::Hidden;
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*vis = Visibility::Hidden;
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}
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}
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}
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}
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