ignore z differences when drawing radar
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@@ -572,7 +572,7 @@ void drawradar_vicinity(playerent *p, int w, int h)
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float offy = gdim == clmapdims.xspan ? offd : 0;
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vec rtr = vec(clmapdims.x1 - offx, clmapdims.y1 - offy, 0);
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vec rsd = vec(clmapdims.xm, clmapdims.ym, 0);
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float d2s = radarheight/2.0f;
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float d2s = radarheight * radarheight / 4.0f;
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glColor3f(1.0f, 1.0f, 1.0f);
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glPushMatrix();
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vec centerpos(VIRTW-halfviewsize-72, halfviewsize+64, 0);
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@@ -595,7 +595,7 @@ void drawradar_vicinity(playerent *p, int w, int h)
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if(p->team < TEAM_SPECT && ((m_teammode && !isteam(p_baseteam, pl_baseteam)) || (!m_teammode && !(spect3rd && d == pl)))) continue;
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if(p->team == TEAM_SPECT && !(spect3rd && (isteam(p_baseteam, pl_baseteam) || d == pl))) continue;
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vec rtmp = vec(pl->o).sub(d->o);
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bool isok = rtmp.magnitude() < d2s;
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bool isok = rtmp.sqrxy() < d2s;
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if(isok)
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{
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rtmp.mul(scaled);
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@@ -615,7 +615,7 @@ void drawradar_vicinity(playerent *p, int w, int h)
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if(hasflagent)
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{
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vec pos = vec(e->x, e->y, 0).sub(d->o);
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if(pos.magnitude() < d2s)
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if(pos.sqrxy() < d2s)
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{
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pos.mul(scaled);
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drawradarent(pos.x, pos.y, 0, m_ktf ? 2 : f.team, 3, iconsize, false); // draw bases [circle doesn't need rotating]
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@@ -624,7 +624,7 @@ void drawradar_vicinity(playerent *p, int w, int h)
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if((f.state == CTFF_INBASE && hasflagent) || f.state == CTFF_DROPPED)
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{
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vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(d->o);
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if(cpos.magnitude() < d2s)
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if(cpos.sqrxy() < d2s)
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{
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cpos.mul(scaled);
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float flgoff=radarentsize/0.68f;
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@@ -647,7 +647,7 @@ void drawradar_vicinity(playerent *p, int w, int h)
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if(tm)
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{
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apos.sub(d->o);
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if(apos.magnitude() < d2s)
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if(apos.sqrxy() < d2s)
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{
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apos.mul(scaled);
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drawradarent(apos.x, apos.y, camera1->yaw, 3, m_ktf ? 2 : f.team, iconsize, true); // draw near flag thief
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