From b8aa47d94217df96ecf279151eca7b24d5206e77 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Fri, 13 Sep 2024 12:20:49 +0200 Subject: Show disrupted units as already fired when pursuit firing. --- play.js | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'play.js') diff --git a/play.js b/play.js index f1d659f..c7fefdd 100644 --- a/play.js +++ b/play.js @@ -927,7 +927,7 @@ function update_battle_line(hex, line, test) { e.classList.toggle("selected", is_unit_selected(u)) e.classList.toggle("action", is_unit_action(u) || is_unit_hit_action(u)) e.classList.toggle("hit", is_unit_hit_action(u)) - e.classList.toggle("fired", is_unit_fired(u)) + e.classList.toggle("fired", is_unit_fired(u) || is_unit_disrupted(u)) } else { if (line.contains(e)) line.removeChild(e) @@ -995,7 +995,6 @@ function update_pursuit() { ui.pursuit_header.textContent = "Pursuit Fire at " + hex_name[view.pursuit] ui.pursuit_message.textContent = view.flash if (player === ALLIED) { - let slowest = update_battle_line(view.pursuit, ui.pursuit_line_1, u => is_axis_unit(u)) update_battle_line(view.pursuit, ui.pursuit_line_2, u => is_allied_unit(u)) } else { -- cgit v1.2.3