Fix bug #1483 - unbuilt structures and walls shouldn't confer visibility.
git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9536 4a71c877-e1ca-e34f-864e-861f7616d084master
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21d38e3685
commit
850cc41653
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@ -5935,6 +5935,8 @@ void buildingComplete(STRUCTURE *psBuilding)
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psBuilding->currentBuildPts = (SWORD)psBuilding->pStructureType->buildPoints;
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psBuilding->currentBuildPts = (SWORD)psBuilding->pStructureType->buildPoints;
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psBuilding->status = SS_BUILT;
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psBuilding->status = SS_BUILT;
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visTilesUpdate((BASE_OBJECT *)psBuilding, rayTerrainCallback);
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switch (psBuilding->pStructureType->type)
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switch (psBuilding->pStructureType->type)
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{
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{
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case REF_POWER_GEN:
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case REF_POWER_GEN:
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@ -304,6 +304,17 @@ void visTilesUpdate(BASE_OBJECT *psObj, RAY_CALLBACK callback)
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// Remove previous map visibility provided by object
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// Remove previous map visibility provided by object
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visRemoveVisibility(psObj);
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visRemoveVisibility(psObj);
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if (psObj->type == OBJ_STRUCTURE)
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{
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STRUCTURE * psStruct = (STRUCTURE *)psObj;
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if (psStruct->status != SS_BUILT ||
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psStruct->pStructureType->type == REF_WALL || psStruct->pStructureType->type == REF_WALLCORNER)
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{
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// unbuilt structures and walls do not confer visibility.
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return;
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}
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}
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// Do the whole circle in 80 steps
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// Do the whole circle in 80 steps
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for (ray = 0; ray < NUM_RAYS; ray += NUM_RAYS / 80)
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for (ray = 0; ray < NUM_RAYS; ray += NUM_RAYS / 80)
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{
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{
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