diff --git a/3dtank.com/play/static/js/unpacked/hornet_bundle.js b/3dtank.com/play/static/js/unpacked/hornet_bundle.js index 5d8203d..b01aa3d 100644 --- a/3dtank.com/play/static/js/unpacked/hornet_bundle.js +++ b/3dtank.com/play/static/js/unpacked/hornet_bundle.js @@ -1422,11 +1422,12 @@ if (radarY < cy - radius) radarY = cy - radius; if (radarY > cy + radius) radarY = cy + radius; - // 死亡判断(同 3D透视):可见坦克 = ACTIVE(3) 或 SEMI_ACTIVE(2);其余直接跳过(不再画红叉) + // 死亡判断(同 3D透视):可见坦克 = ACTIVE(3) 或 SEMI_ACTIVE(2);其余画红 × // 辅助:血量归零也视为死亡(状态字段偶有滞后) var tankState = GetTankState(tank); var hp = GetTankHealth(tank); if ((tankState !== 2 && tankState !== 3) || (hp && hp.current <= 0)) { + DrawDeadCross(radarX, radarY); deadCount++; continue; } diff --git a/3dtank_bundle.js b/3dtank_bundle.js index 5d8203d..b01aa3d 100644 --- a/3dtank_bundle.js +++ b/3dtank_bundle.js @@ -1422,11 +1422,12 @@ if (radarY < cy - radius) radarY = cy - radius; if (radarY > cy + radius) radarY = cy + radius; - // 死亡判断(同 3D透视):可见坦克 = ACTIVE(3) 或 SEMI_ACTIVE(2);其余直接跳过(不再画红叉) + // 死亡判断(同 3D透视):可见坦克 = ACTIVE(3) 或 SEMI_ACTIVE(2);其余画红 × // 辅助:血量归零也视为死亡(状态字段偶有滞后) var tankState = GetTankState(tank); var hp = GetTankHealth(tank); if ((tankState !== 2 && tankState !== 3) || (hp && hp.current <= 0)) { + DrawDeadCross(radarX, radarY); deadCount++; continue; } diff --git a/tools/hornet_radar.js b/tools/hornet_radar.js index 9bb844a..c72d46a 100644 --- a/tools/hornet_radar.js +++ b/tools/hornet_radar.js @@ -620,11 +620,12 @@ if (radarY < cy - radius) radarY = cy - radius; if (radarY > cy + radius) radarY = cy + radius; - // 死亡判断(同 3D透视):可见坦克 = ACTIVE(3) 或 SEMI_ACTIVE(2);其余直接跳过(不再画红叉) + // 死亡判断(同 3D透视):可见坦克 = ACTIVE(3) 或 SEMI_ACTIVE(2);其余画红 × // 辅助:血量归零也视为死亡(状态字段偶有滞后) var tankState = GetTankState(tank); var hp = GetTankHealth(tank); if ((tankState !== 2 && tankState !== 3) || (hp && hp.current <= 0)) { + DrawDeadCross(radarX, radarY); deadCount++; continue; }