rewrite calculation of map geometry bounding box
and rename client-side struct "mapdims" to clmapdims (to avoid confusion with server-side data)
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+11
-11
@@ -482,14 +482,14 @@ void drawradar_showmap(playerent *p, int w, int h)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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float gdim = max(mapdims.xspan, mapdims.yspan); //no border
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float offd = fabs((mapdims.yspan - mapdims.xspan) / 2.0f);
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float gdim = max(clmapdims.xspan, clmapdims.yspan); //no border
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float offd = fabs((clmapdims.yspan - clmapdims.xspan) / 2.0f);
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if(!gdim) { gdim = ssize/2.0f; offd = 0; }
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float coordtrans = minimapviewsize / gdim;
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float offx = gdim == mapdims.yspan ? offd : 0;
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float offy = gdim == mapdims.xspan ? offd : 0;
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float offx = gdim == clmapdims.yspan ? offd : 0;
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float offy = gdim == clmapdims.xspan ? offd : 0;
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vec mdd = vec(mapdims.x1 - offx, mapdims.y1 - offy, 0);
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vec mdd = vec(clmapdims.x1 - offx, clmapdims.y1 - offy, 0);
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vec ppv = vec(p->o).sub(mdd).mul(coordtrans);
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if(!(p->isspectating() && spect3rd)) drawradarent(ppv.x, ppv.y, p->yaw, (p->state==CS_ALIVE || p->state==CS_EDITING) ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player
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@@ -555,18 +555,18 @@ void drawradar_vicinity(playerent *p, int w, int h)
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playerent *d = spect3rd ? players[p->followplayercn] : p;
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int p_baseteam = p->team == TEAM_SPECT && spect3rd ? team_base(players[p->followplayercn]->team) : team_base(p->team);
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extern GLuint minimaptex;
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int gdim = max(mapdims.xspan, mapdims.yspan);
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int gdim = max(clmapdims.xspan, clmapdims.yspan);
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float radarviewsize = min(VIRTW,VIRTH)/5;
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float halfviewsize = radarviewsize/2.0f;
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float iconsize = radarentsize/0.4f;
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float scaleh = radarheight/(2.0f*gdim);
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float scaled = radarviewsize/float(radarheight);
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float offd = fabs((mapdims.yspan - mapdims.xspan) / 2.0f);
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float offd = fabs((clmapdims.yspan - clmapdims.xspan) / 2.0f);
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if(gdim < 1) { gdim = ssize/2; offd = 0; }
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float offx = gdim == mapdims.yspan ? offd : 0;
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float offy = gdim==mapdims.xspan ? offd : 0;
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vec rtr = vec(mapdims.x1 - offx, mapdims.y1 - offy, 0);
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vec rsd = vec(mapdims.xm, mapdims.ym, 0);
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float offx = gdim == clmapdims.yspan ? offd : 0;
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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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glColor3f(1.0f, 1.0f, 1.0f);
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glPushMatrix();
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