Fixed radar bug

pull/9/head
DodoBirb 4 years ago
parent 28bb7995c0
commit 352fd47590

@ -1,4 +1,4 @@
var scaleMult, f, arrList, ID, _x, _y, xoffNew, lowestPosX, lowestPosY, enemyCount, i, arrData, xDiff, yDiff, sax, spectator, playerState;
var scaleMult, f, arrList, ID, _x, _y, xoffNew, lowestPosX, lowestPosY, enemyCount, i, arrData, xDiff, yDiff, sax, spectator, playerState, lowestDist, dist;
if (global.classicmode == 0 && global.opshowhud)
{
xoff = 33
@ -439,8 +439,7 @@ if (global.classicmode == 0 && global.opshowhud)
draw_set_color(c_white)
draw_set_halign(fa_left)
draw_sprite(global.scannerSprite, global.scannerIndex, ((xoffNew + 4) + oControl.widescreen_space), 4)
lowestPosX = 1000
lowestPosY = 1000
lowestDist = 1000
enemyCount = 0
for (i = 0; i < ds_list_size(oClient.posData); i++)
{
@ -456,21 +455,16 @@ if (global.classicmode == 0 && global.opshowhud)
xDiff *= 2
yDiff *= 2
}
if ((abs(xDiff) < lowestPosX || abs(yDiff) < lowestPosY) && sax != global.sax && ID != global.clientID)
dist = max(abs(xDiff), abs(yDiff))
if (sax != global.sax && ID != global.clientID)
{
if spectator
{
if sax
{
lowestPosX = abs(xDiff)
lowestPosY = abs(yDiff)
}
lowestDist = min(lowestDist, dist)
}
else
{
lowestPosX = abs(xDiff)
lowestPosY = abs(yDiff)
}
lowestDist = min(lowestDist, dist)
}
if (sax != global.sax)
enemyCount++
@ -483,36 +477,36 @@ if (global.classicmode == 0 && global.opshowhud)
}
if (enemyCount > 0)
{
if (abs(lowestPosX) > 5 || abs(lowestPosY) > 5)
if (lowestDist > 5)
global.inMusSAXRange = 0
if (abs(lowestPosX) <= 5 && abs(lowestPosY) <= 5)
if (lowestDist <= 5)
global.inMusSAXRange = 1
if (abs(lowestPosX) > 4 || abs(lowestPosY) > 4)
if (lowestDist > 4)
{
global.enemyNearby = 0
global.scannerSprite = 1883
}
if (abs(lowestPosX) <= 4 && abs(lowestPosY) <= 4)
if (lowestDist <= 4)
{
global.enemyNearby = 0
global.scannerSpeedMax = 5
global.scannerSprite = 1882
}
if (abs(lowestPosX) <= 3 && abs(lowestPosY) <= 3)
if (lowestDist <= 3)
global.enemyNearby = 1
if (abs(lowestPosX) <= 2 && abs(lowestPosY) <= 2)
if (lowestDist <= 2)
{
global.enemyNearby = 1
global.scannerSpeedMax = 4
global.scannerSprite = 1881
}
if (abs(lowestPosX) <= 1 && abs(lowestPosY) <= 1)
if (lowestDist <= 1)
{
global.enemyNearby = 1
global.scannerSpeedMax = 3
global.scannerSprite = 1880
}
if (abs(lowestPosX) == 0 && abs(lowestPosY) == 0)
if (lowestDist == 0)
{
global.enemyNearby = 1
global.scannerSpeedMax = 2

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