Don't check coordinates in CalcRadarPosition.
Every call to it is saveguarded by calls to CoordInRadar, which uses almost the same code (exactly the same until r7458). So now the calculation in CoordInRadar is changed to be the same as in CalcRadarPosition, and CalcRadarPosition doesn't check anymore. Fixes #1069. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@8401 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
14d0c58a10
commit
4fe43df6ea
11
src/radar.c
11
src/radar.c
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@ -200,13 +200,6 @@ void CalcRadarPosition(int mX, int mY, int *PosX, int *PosY)
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pos.x += radarWidth/2.0;
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pos.x += radarWidth/2.0;
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pos.y += radarHeight/2.0;
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pos.y += radarHeight/2.0;
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if (pos.x<0 || pos.y<0 || pos.x>=radarWidth || pos.y>=radarHeight)
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{
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ASSERT(false, "clicked outside radar minimap (%d, %d) -> (%.1f,%.1f)", mX, mY, pos.x, pos.y);
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*PosX = 0;
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*PosY = 0;
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return;
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}
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CalcRadarPixelSize(&pixSizeH, &pixSizeV);
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CalcRadarPixelSize(&pixSizeH, &pixSizeV);
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sPosX = pos.x / pixSizeH; // adjust for pixel size
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sPosX = pos.x / pixSizeH; // adjust for pixel size
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sPosY = pos.y / pixSizeV;
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sPosY = pos.y / pixSizeV;
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@ -605,8 +598,8 @@ BOOL CoordInRadar(int x,int y)
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{
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{
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pos = Vector2f_Rotate2f(pos, -player.r.y/DEG(1));
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pos = Vector2f_Rotate2f(pos, -player.r.y/DEG(1));
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}
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}
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pos.x += radarWidth/2;
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pos.x += radarWidth/2.0;
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pos.y += radarHeight/2;
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pos.y += radarHeight/2.0;
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if (pos.x<0 || pos.y<0 || pos.x>=radarWidth || pos.y>=radarHeight)
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if (pos.x<0 || pos.y<0 || pos.x>=radarWidth || pos.y>=radarHeight)
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{
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{
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