- New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians

- cleaned up DrawSelectedUIAboveGuy()
- Fix: missing header
- when jumping through windows, damage received is somewhat randomized

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7221 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-05-19 20:47:42 +00:00
parent 0fcbed45b3
commit 038b559c3e
7 changed files with 64 additions and 128 deletions
+8 -4
View File
@@ -636,11 +636,15 @@ void RenderRadarScreen( )
else
{
usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
// Override civ team with red if hostile...
if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && ( pSoldier->bSide != gbPlayerNum ) )
if ( pSoldier->bTeam == CIV_TEAM )
{
usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
// Override civ team with red if hostile...
if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral )
usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
// if uncovered, different colour (so the player doesn't have to search for us)
else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) );
}
// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us