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Mantis: 1066
o Minimap now reloads upon map change git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@204 67975925-1194-0748-b3d5-c16f83f1a3a1
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3 changed files with 10 additions and 5 deletions
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@ -2422,6 +2422,9 @@ void AvHHud::ResetGame(bool inMapChanged)
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this->mInfoLocationList.clear();
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}
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// puzl: 1066 reset overview map on game restart
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gHUD.GetOverviewMap().Clear();
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AvHParticleSystemManager::Instance()->Reset();
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this->mTechSlotManager.Clear();
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@ -79,6 +79,8 @@ void AvHOverviewMap::Init()
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this->mMiniMapSprite = 0;
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this->mReticleSprite = 0;
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// puzl: 1066 reset overview map
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this->mLastMinimapName = "";
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mLastUpdateTime = 0;
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}
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@ -419,17 +421,16 @@ void AvHOverviewMap::DrawMiniMap(const DrawInfo& inDrawInfo)
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// Use labelled minimaps if cl_labelmaps is 1
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// Load the mini-map sprite if it's not already loaded.
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static string lastMiniMapName="";
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if ( mMapName != "") {
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int drawLabels=CVAR_GET_FLOAT(kvLabelMaps);
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string theMiniMapName = AvHMiniMap::GetSpriteNameFromMap(ScreenWidth(), mMapName, drawLabels);
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if ( lastMiniMapName != theMiniMapName )
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if ( mLastMinimapName != theMiniMapName )
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{
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mMiniMapSprite = Safe_SPR_Load(theMiniMapName.c_str());
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// We want to preserve the last minimap even if we fail. There's no point in failing again until the player
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// changes the value of the cvar.
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lastMiniMapName=theMiniMapName;
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mLastMinimapName=theMiniMapName;
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// Draw normal minimap if no labelled map exists ( for custom maps )
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if ( !mMiniMapSprite && drawLabels ) {
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@ -40,7 +40,7 @@ public:
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float mViewWorldMaxY;
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bool mFullScreen;
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};
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AvHOverviewMap();
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@ -75,7 +75,8 @@ protected:
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AvHUser3 mUser3;
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AvHTeamNumber mTeam;
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// puzl: 1066 the name of the last minimap we loaded
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string mLastMinimapName;
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private:
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void WorldToMiniMapCoords(const DrawInfo& inDrawInfo, float& x, float& y);
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