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GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar
Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar Expand file tree Collapse file tree 2 files changed +4
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lines changed Original file line number Diff line number Diff line change @@ -1414,7 +1414,6 @@ void ControlBar::update( void )
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populateObserverInfoWindow ();
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Drawable *drawToEvaluateFor = NULL ;
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- Bool multiSelect = FALSE ;
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if ( TheInGameUI->getSelectCount () > 1 )
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{
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// Attempt to isolate a Drawable here to evaluate
@@ -1423,17 +1422,15 @@ void ControlBar::update( void )
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// but is represented in the UI as a single unit,
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// so we must isolate and evaluate only the Nexus
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drawToEvaluateFor = TheGameClient->findDrawableByID ( TheInGameUI->getSoloNexusSelectedDrawableID () ) ;
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- multiSelect = ( drawToEvaluateFor == NULL );
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-
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}
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else // get the first and only drawble in the selection list
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// TheSuperHackers @fix Mauller 07/04/2025 The first access to this can return an empty list
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if (!TheInGameUI->getAllSelectedDrawables ()->empty ()) {
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drawToEvaluateFor = TheInGameUI->getAllSelectedDrawables ()->front ();
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- Object *obj = drawToEvaluateFor ? drawToEvaluateFor->getObject () : NULL ;
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- setPortraitByObject ( obj );
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}
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+ Object* obj = drawToEvaluateFor ? drawToEvaluateFor->getObject () : NULL ;
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+ setPortraitByObject (obj);
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return ;
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}
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Original file line number Diff line number Diff line change @@ -1437,7 +1437,6 @@ void ControlBar::update( void )
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populateObserverInfoWindow ();
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Drawable *drawToEvaluateFor = NULL ;
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- Bool multiSelect = FALSE ;
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if ( TheInGameUI->getSelectCount () > 1 )
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{
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// Attempt to isolate a Drawable here to evaluate
@@ -1446,17 +1445,15 @@ void ControlBar::update( void )
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// but is represented in the UI as a single unit,
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// so we must isolate and evaluate only the Nexus
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drawToEvaluateFor = TheGameClient->findDrawableByID ( TheInGameUI->getSoloNexusSelectedDrawableID () ) ;
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- multiSelect = ( drawToEvaluateFor == NULL );
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-
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}
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else // get the first and only drawble in the selection list
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// TheSuperHackers @fix Mauller 07/04/2025 The first access to this can return an empty list
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if (!TheInGameUI->getAllSelectedDrawables ()->empty ()) {
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drawToEvaluateFor = TheInGameUI->getAllSelectedDrawables ()->front ();
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- Object *obj = drawToEvaluateFor ? drawToEvaluateFor->getObject () : NULL ;
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- setPortraitByObject ( obj );
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}
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+ Object* obj = drawToEvaluateFor ? drawToEvaluateFor->getObject () : NULL ;
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+ setPortraitByObject (obj);
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return ;
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}
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