Flags bug fix
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7044 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -26,6 +26,8 @@ void drawequipicon(float x, float y, int col, int row, float blend)
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}
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}
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VARP(radarentsize, 4, 12, 64);
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void drawradaricon(float x, float y, float s, int col, int row)
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{
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static Texture *tex = NULL;
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@@ -79,7 +81,6 @@ VARP(crosshairteamsign, 0, 1, 1);
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VARP(hideradar, 0, 0, 1);
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VARP(hidecompass, 0, 0, 1);
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VARP(hideteam, 0, 0, 1);
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VARP(radarentsize, 4, 12, 64);
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VARP(hidectfhud, 0, 0, 1);
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VARP(hidevote, 0, 0, 2);
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VARP(hidehudmsgs, 0, 0, 1);
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@@ -554,11 +555,15 @@ void drawradar_showmap(playerent *p, int w, int h)
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if(!e) continue;
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if(e->x == -1 && e-> y == -1) continue; // flagdummies
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vec pos = vec(e->x, e->y, 0).sub(mdd).mul(coordtrans);
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vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(mdd).mul(coordtrans);
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drawradarent(pos.x, pos.y, camera1->yaw, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases
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//drawradarent(pos.x, pos.y, camera1->yaw, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases
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drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false);
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vec fltxoff = vec(8, -8, 0);
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vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(mdd).mul(coordtrans).add(fltxoff);
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if(f.state!=CTFF_STOLEN && !(m_ktf && f.state == CTFF_IDLE))
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{
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drawradarent(cpos.x, cpos.y, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos
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float flgoff=fabs((radarentsize*2.1f)-8);
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vec fo = vec(cpos.x+flgoff, cpos.y-flgoff, 0); //flag offset
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drawradarent(fo.x, fo.y, 0, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos
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}
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if(m_ktf && f.state == CTFF_IDLE) continue;
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if(f.state==CTFF_STOLEN)
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@@ -622,7 +627,7 @@ void drawradar_vicinity(playerent *p, int w, int h)
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//showradarvalues = 0;
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}
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glDisable(GL_BLEND);
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circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31);
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circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31); //Draw mimimaptext as radar background
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glTranslatef(halfviewsize, halfviewsize, 0);
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if(team_isactive(p->team)) drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
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loopv(players) // other players
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@@ -662,7 +667,12 @@ void drawradar_vicinity(playerent *p, int w, int h)
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{
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cpos.mul(scaled);//.add(vec(d2c,-d2c,0));
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//cpos.mul(scaled).add(vec(4*d2c,-4*d2c,0));
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drawradarent(cpos.x, cpos.y, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw on entity pos
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float flgoff=radarentsize/0.68f;
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float ryaw=(camera1->yaw-45)*(2*PI/360);
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float offx=flgoff*cosf(-ryaw);
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float offy=flgoff*sinf(-ryaw);
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vec fo = vec(cpos.x+offx, cpos.y-offy, 0); //flag offset
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drawradarent(fo.x, fo.y, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, false); // draw flag on entity pos
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}
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}
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if(m_ktf && f.state == CTFF_IDLE) continue;
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@@ -938,11 +948,15 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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if(dbgpos)
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{
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pushfont("mono");
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defformatstring(o_x)("%05.2f X", player1->o.x);
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defformatstring(o_yw)("%05.2f YAW", player1->yaw);
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draw_text(o_yw, VIRTW*2 - ( text_width(o_yw) + FONTH ), VIRTH*2 - 15*FONTH/2);
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defformatstring(o_p)("%05.2f PIT", player1->pitch);
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draw_text(o_p, VIRTW*2 - ( text_width(o_p) + FONTH ), VIRTH*2 - 13*FONTH/2);
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defformatstring(o_x)("%05.2f X ", player1->o.x);
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draw_text(o_x, VIRTW*2 - ( text_width(o_x) + FONTH ), VIRTH*2 - 11*FONTH/2);
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defformatstring(o_y)("%05.2f Y", player1->o.y);
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defformatstring(o_y)("%05.2f Y ", player1->o.y);
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draw_text(o_y, VIRTW*2 - ( text_width(o_y) + FONTH ), VIRTH*2 - 9*FONTH/2);
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defformatstring(o_z)("%05.2f Z", player1->o.z);
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defformatstring(o_z)("%05.2f Z ", player1->o.z);
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draw_text(o_z, VIRTW*2 - ( text_width(o_z) + FONTH ), VIRTH*2 - 7*FONTH/2);
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popfont();
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}
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