diff --git a/source/src/renderhud.cpp b/source/src/renderhud.cpp index fe6977ff..1e84e4a4 100644 --- a/source/src/renderhud.cpp +++ b/source/src/renderhud.cpp @@ -423,7 +423,6 @@ vec getradarpos() VARP(showmapbackdrop, 0, 0, 2); VARP(showmapbackdroptransparency, 0, 75, 100); VARP(radarheight, 5, 150, 500); -VAR(showradarvalues, 0, 0, 1); // DEBUG void drawradar_showmap(playerent *p, int w, int h) { @@ -492,21 +491,22 @@ void drawradar_showmap(playerent *p, int w, int h) { flaginfo &f = flaginfos[i]; entity *e = f.flagent; - if(!e) continue; - if(e->x == -1 && e-> y == -1) continue; // flagdummies - vec pos = vec(e->x, e->y, 0).sub(mdd).mul(coordtrans); - drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases - vec fltxoff = vec(8, -8, 0); - vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(mdd).mul(coordtrans).add(fltxoff); - if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE)) + bool hasflagent = e && e->x != -1 && e->y != -1; // no base for flagentitydummies (HTF on maps without bases) + if(hasflagent) { - float flgoff=fabs((radarentsize*2.1f)-8); - drawradarent(cpos.x+flgoff, cpos.y-flgoff, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos + vec pos = vec(e->x, e->y, 0).sub(mdd).mul(coordtrans); + drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases } - if(m_ktf && f.state == CTFF_IDLE) continue; - if(f.state==CTFF_STOLEN) + if((f.state == CTFF_INBASE && hasflagent) || f.state == CTFF_DROPPED) { - if(m_teammode && player1->team == TEAM_SPECT && p->spectatemode > SM_FOLLOW3RD_TRANSPARENT) continue; + vec fltxoff = vec(8, -8, 0); + vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(mdd).mul(coordtrans).add(fltxoff); + float flgoff=fabs((radarentsize*2.1f)-8); + drawradarent(cpos.x+flgoff, cpos.y-flgoff, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos or whereever dropped + } + if(f.state == CTFF_STOLEN) + { + if(m_teammode && !m_ktf && player1->team == TEAM_SPECT && p->spectatemode > SM_FOLLOW3RD_TRANSPARENT) continue; float d2c = 1.6f * radarentsize/16.0f; vec apos(d2c, -d2c, 0); if(f.actor) @@ -555,16 +555,6 @@ void drawradar_vicinity(playerent *p, int w, int h) glTranslatef(-halfviewsize, -halfviewsize, 0); vec d4rc = vec(d->o).sub(rsd).normalize().mul(0); vec usecenter = vec(d->o).sub(rtr).sub(d4rc); - if(showradarvalues) - { - conoutf("vicinity @ gdim = %d | scaleh = %.2f", gdim, scaleh); - conoutf("offd: %.2f [%.2f:%.2f]", offd, offx, offy); - conoutf("RTR: %.2f %.2f", rtr.x, rtr.y); - conoutf("RSD: %.2f %.2f", rsd.x, rsd.y); - conoutf("P.O: %.2f %.2f", d->o.x, d->o.y); - conoutf("U4C: %.2f %.2f | %.2f %.2f", usecenter.x, usecenter.y, usecenter.x/gdim, usecenter.y/gdim); - //showradarvalues = 0; - } glDisable(GL_BLEND); circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31); //Draw mimimaptext as radar background glTranslatef(halfviewsize, halfviewsize, 0); @@ -595,18 +585,19 @@ void drawradar_vicinity(playerent *p, int w, int h) { flaginfo &f = flaginfos[i]; entity *e = f.flagent; - if(!e) continue; - if(e->x == -1 && e-> y == -1) continue; // flagdummies - vec pos = vec(e->x, e->y, 0).sub(d->o); - vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(d->o); - //if(showradarvalues) { conoutf("dist2F[%d]: %.2f|%.2f || %.2f|%.2f", i, pos.x, pos.y, cpos.x, cpos.y); } - if(pos.magnitude() < d2s) + bool hasflagent = e && e->x != -1 && e->y != -1; // no base for flagentitydummies (HTF on maps without bases) + if(hasflagent) { - pos.mul(scaled); - drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases [circle doesn't need rotating] + vec pos = vec(e->x, e->y, 0).sub(d->o); + if(pos.magnitude() < d2s) + { + pos.mul(scaled); + drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases [circle doesn't need rotating] + } } - if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE)) + if((f.state == CTFF_INBASE && hasflagent) || f.state == CTFF_DROPPED) { + vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(d->o); if(cpos.magnitude() < d2s) { cpos.mul(scaled); @@ -614,13 +605,12 @@ void drawradar_vicinity(playerent *p, int w, int h) float ryaw=(camera1->yaw-45)*(2*PI/360); float offx=flgoff*cosf(-ryaw); float offy=flgoff*sinf(-ryaw); - drawradarent(cpos.x+offx, cpos.y-offy, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw flag on entity pos + drawradarent(cpos.x+offx, cpos.y-offy, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw flag on entity pos or whereever dropped } } - if(m_ktf && f.state == CTFF_IDLE) continue; - if(f.state==CTFF_STOLEN) + if(f.state == CTFF_STOLEN) { - if(m_teammode && player1->team == TEAM_SPECT && p->spectatemode > SM_FOLLOW3RD_TRANSPARENT) continue; + if(m_teammode && !m_ktf && player1->team == TEAM_SPECT && p->spectatemode > SM_FOLLOW3RD_TRANSPARENT) continue; vec apos(d2c, -d2c, 0); if(f.actor) { @@ -641,7 +631,6 @@ void drawradar_vicinity(playerent *p, int w, int h) } } } - showradarvalues = 0; // DEBUG - also see two bits commented-out above glEnable(GL_BLEND); glPopMatrix(); // eye candy: