Fixed bug #704720: The green pointing should be visible under fow
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2 changed files with 6 additions and 4 deletions
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@ -1134,8 +1134,10 @@
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<LI>Fixed setup script for BSD and 'sh' (from ppl).
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<LI>Added support for 16x16 tiles (from Jimmy Salmon).
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<LI>Fixed bug #704338: Crash: Town Hall Destroyed, Peasant inside
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(from Russell Smith)
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(from Russell Smith).
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<LI>Fixed bug #707075: Bug in DeathCoilController (from Jimmy Salmon).
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<LI>Fixed bug #704720: The green pointing should be visible under fow
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(from Jimmy Salmon).
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<LI>+++
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</UL>
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</UL>
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@ -789,14 +789,14 @@ global void DrawMissiles(const Viewport* vp)
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do {
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for( ; missiles<missiles_end; ++missiles ) {
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missile=*missiles;
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if( missile->Type->Class == MissileClassCustom ) {
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if( missile->Type->Class==MissileClassCustom ) {
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continue; // custom are handled by Controller() only
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}
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if( missile->Delay ) {
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continue; // delayed aren't shown
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}
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// Draw only visible missiles
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if (MissileVisibleInViewport (vp, missile)) {
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if( !flag || MissileVisibleInViewport(vp,missile) ) {
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x = missile->X - vp->MapX * TileSizeX + vp->X;
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y = missile->Y - vp->MapY * TileSizeY + vp->Y;
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// FIXME: I should copy SourcePlayer for second level missiles.
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@ -806,7 +806,7 @@ global void DrawMissiles(const Viewport* vp)
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}
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switch( missile->Type->Class ) {
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case MissileClassHit:
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VideoDrawNumberClip(x,y,GameFont, missile->Damage);
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VideoDrawNumberClip(x,y,GameFont,missile->Damage);
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break;
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default:
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DrawMissile(missile->Type,missile->SpriteFrame,x,y);
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