Forward port r9060 from 2.3 to remove always show oil resources change. We need to implement
private player maps before we can implement this feature. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9422 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
2433ba8709
commit
d9eeb65e4c
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@ -3121,12 +3121,7 @@ void drawRadarBlips(int radarX, int radarY, float pixSizeH, float pixSizeV)
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}
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// Draw the 'blips' on the radar - use same timings as radar blips if the message is read - don't animate
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if (game.type == SKIRMISH && proxType == PROX_RESOURCE)
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{
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// Don't blink oil resources in skirmish
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imageID = (UWORD)(IMAGE_RAD_ENM1 + 0 + (proxType * (NUM_PULSES + 1)));
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}
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else if (psProxDisp->psMessage->read)
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if (psProxDisp->psMessage->read)
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{
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imageID = IMAGE_RAD_ENM3 + (proxType * (NUM_PULSES + 1));
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}
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@ -373,11 +373,6 @@ int visibleObject(const BASE_OBJECT* psViewer, const BASE_OBJECT* psTarget, bool
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return 0;
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}
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if (game.type == SKIRMISH && psTarget->type == OBJ_FEATURE && ((FEATURE *)psTarget)->psStats->subType == FEAT_OIL_RESOURCE)
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{
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return UBYTE_MAX;
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}
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// FIXME HACK Needed since we got those ugly Vector3uw floating around in BASE_OBJECT...
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pos = Vector3uw_To3i(psViewer->pos);
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dest = Vector3uw_To3i(psTarget->pos);
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@ -591,16 +586,6 @@ void processVisibility(BASE_OBJECT *psObj)
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}
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}
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if (game.type == SKIRMISH && psObj->type == OBJ_FEATURE && ((FEATURE *)psObj)->psStats->subType == FEAT_OIL_RESOURCE)
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{
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// everyone can see oil resources in skirmish!
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for (player = 0; player < MAX_PLAYERS; player++)
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{
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psObj->visible[player] = UBYTE_MAX;
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}
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}
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else
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{
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// get all the objects from the grid the droid is in
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// HACK Search radius should be psViewer->sensorRange! So it should be the viewer iterating, not the viewee!
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// HACK Note: This viewer/viewee relationship is exactly the opposite of what you would normally expect, and violates the principle of minimum astonishment.
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@ -684,7 +669,6 @@ void processVisibility(BASE_OBJECT *psObj)
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}
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}
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}
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}
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/* Make sure all tiles under a feature/structure become visible when you see it */
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for (player = 0; player < MAX_PLAYERS; player++)
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