fix mapdim/showmap, removing the SCOPED message and some extras
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5254 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -394,7 +394,7 @@ vec getradarpos()
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void drawradar(playerent *p, int w, int h)
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{
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// vec center = showmap ? vec(ssize/2, ssize/2, 0) : p->o; int res = showmap ? ssize : radarres;
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// vec center = showmap ? vec(ssize/2, ssize/2, 0) : p->o; int res = showmap ? ssize : radarres;
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// improved center (for maps that don't use all worldspace)
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int gdim = max(mapdims[4], mapdims[5]);
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vec center = showmap ? vec(mapdims[0] + mapdims[4]/2, mapdims[1] + mapdims[5]/2, 0) : p->o;
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@@ -603,11 +603,11 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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if(command) commandh -= rendercommand(20, 1570, VIRTW);
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else if(infostr) draw_text(infostr, 20, 1570);
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else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570);
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if(targetplayer && targetplayer->weaponsel->type == GUN_SNIPER) // flowtron: for debugging ATM
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{
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sniperrifle *sr = (sniperrifle *)targetplayer->weaponsel;
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if(sr->scoped) draw_textf("\f2SCOPED", 20, 1570 - 2*FONTH);
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}
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// if(targetplayer && targetplayer->weaponsel->type == GUN_SNIPER) // flowtron: for debugging ATM
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// {
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// sniperrifle *sr = (sniperrifle *)targetplayer->weaponsel;
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// if(sr->scoped) draw_textf("\f2SCOPED", 20, 1570 - 2*FONTH);
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// }
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glLoadIdentity();
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glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);
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