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Fix: disabling cover display left coloured remnants outside the screen (by Asdow)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8825 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -416,6 +416,7 @@ void RemoveCoverObjectsFromViewArea()
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if ( gubDrawMode == DRAW_MODE_OFF && gNoRedraw )
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return;
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// Not needed for removing cover objects anymore, but this is the only place where we update the global gsMin & gsMaxCell variables and they're needed for adding cover objects.
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INT16 usTmp;
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GetScreenXYWorldCell( gsVIEWPORT_START_X, gsVIEWPORT_START_Y, &gsMinCellX, &usTmp );
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GetScreenXYWorldCell( gsVIEWPORT_END_X, gsVIEWPORT_END_Y, &gsMaxCellX, &usTmp );
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@@ -429,14 +430,16 @@ void RemoveCoverObjectsFromViewArea()
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gsMinCellY = max( 0, gsMinCellY );
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gsMaxCellY = min( COVER_Y_CELLS, gsMaxCellY );
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// Go through the whole gCoverViewArea when removing cover objects. Otherwise we don't clean up tiles that are not in the viewport which results in an annoying visual bug.
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register INT32 ubX, ubY, ubZ;
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BOOLEAN fChanged = FALSE;
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for ( ubX=gsMinCellX; ubX<=gsMaxCellX; ++ubX )
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for ( ubX = 0; ubX < COVER_X_CELLS; ++ubX )
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{
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for ( ubY=gsMinCellY; ubY<=gsMaxCellY; ++ubY )
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for ( ubY = 0; ubY < COVER_Y_CELLS; ++ubY )
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{
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for ( ubZ=0; ubZ<COVER_Z_CELLS; ++ubZ )
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for ( ubZ = 0; ubZ < COVER_Z_CELLS; ++ubZ )
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{
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INT32& sGridNo = gCoverViewArea[ubX][ubY][ubZ].sGridNo;
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