minimap precision improvements
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5682 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -405,7 +405,9 @@ void drawradar(playerent *p, int w, int h)
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float radarviewsize = showmap?3*min(VIRTW,VIRTH)/4:min(VIRTW,VIRTH)/5;
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float halfviewsize = radarviewsize/2.0f;
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float iconsize = (showmap?radarentsize/4:radarentsize)/(float)gdim*radarviewsize;
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float coordtrans = showmap?radarviewsize/gdim:1;
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int orthd = 2 + (gdim-2)/2;
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int displace = radarviewsize/orthd;
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float coordtrans = showmap?(radarviewsize-displace)/(gdim+3):1;
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int offd = (abs(mapdims[5]-mapdims[4])/2)*coordtrans;
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if(!gdim) { gdim = ssize/2; offd = 0; }
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int offx = gdim==mapdims[5]?offd:0;
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@@ -443,7 +445,7 @@ void drawradar(playerent *p, int w, int h)
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vec mdd(mapdims[0], mapdims[1], 0);
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vec cod(offx, offy, 0);
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vec ppv = vec(p->o).sub(mdd).mul(coordtrans).add(cod);
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drawradarent(ppv.x, ppv.y, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
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drawradarent(ppv.x+displace, ppv.y+displace, 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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{
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playerent *pl = players[i];
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