diff --git a/DepthsBelow/DepthsBelow/DynamicGroupManager.cs b/DepthsBelow/DepthsBelow/DynamicGroupManager.cs index e015d93..acc1c77 100755 --- a/DepthsBelow/DepthsBelow/DynamicGroupManager.cs +++ b/DepthsBelow/DepthsBelow/DynamicGroupManager.cs @@ -89,7 +89,7 @@ namespace DepthsBelow { var soldier = entities[index]; - if (!alreadyGrouped.Contains(soldier)) + if (!alreadyGrouped.Contains(soldier) && soldier.GetComponent().Life > 0) { var group = new List(); GetNearChain(ref group, soldier, maxRange); @@ -110,7 +110,7 @@ namespace DepthsBelow { var nearSoldier = entities[index]; - if (!group.Contains(nearSoldier)) + if (!group.Contains(nearSoldier) && nearSoldier.GetComponent().Life > 0) { float distance = Vector2.Distance(nearSoldier.Transform.World + nearSoldier.Transform.World.Origin, entity.Transform.World + entity.Transform.World.Origin); diff --git a/DepthsBelow/DepthsBelow/Interface.cs b/DepthsBelow/DepthsBelow/Interface.cs index f857360..a4f0ab1 100755 --- a/DepthsBelow/DepthsBelow/Interface.cs +++ b/DepthsBelow/DepthsBelow/Interface.cs @@ -548,6 +548,11 @@ namespace DepthsBelow foreach (var panicFrame in PanicFrames) panicFrame.Visible = false; + foreach (var unitFrame in UnitFrames) + { + unitFrame.Visible = false; + } + GUI.Frame lastFrame = null; for (int index = 0; index < groups.Count; index++) { @@ -574,6 +579,7 @@ namespace DepthsBelow var frame = (GUI.Frame) soldier["unitFrame"]; frame.X = lastFrame.X; frame.Y = lastFrame.Y + lastFrame.Height; + frame.Visible = true; // Update HP var healthBarBg = (GUI.Frame)frame["healthBarBg"];