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Maxine

Mines visible outside minimap

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When waking away from placing some mines in Thelinor I noticed a splotch on my screen that was moving as I was walking away (see red arrow in image below)

gallery_14261_111_67578.png

Went back to the mines to see if that was what the splotch was:

gallery_14261_111_51287.png

Bug was also confirmed by Wizzy, who could see the mines and the mapmark moving outside the mini-map.

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there is just missing check, here the patch.

# This patch file was generated by NetBeans IDE
# This patch can be applied using context Tools: Apply Diff Patch action on respective folder.
# It uses platform neutral UTF-8 encoding.
# Above lines and this line are ignored by the patching process.
Index: elc/minimap.c
--- elc/minimap.c Base (1.58)
+++ elc/minimap.c Locally Modified (Based On 1.58)
@@ -1236,11 +1236,13 @@
		{
			x = m->x * size_x;
			y = float_minimap_size - (m->y * size_y);
-
+						if(is_within_radius(x,y,px,py,zoom_multip*(minimap_size/2-8)))
+						{
			glColor3f(0.15f, 0.65f, 0.45f); 
			glVertex2f(x, y);
		}
	}
+	}

	glEnd();//GL_POINTS

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That patch prevents the mines from leaving the minimap-window but it clips them near the outer edge of the map-circle instead at the inner edge, so the mines are drawn on the window-border:

minimap.jpg

 

A small adjustment to the radius-check solves this:

Index: minimap.c
===================================================================
RCS file: /cvsroot/elc/elc/minimap.c,v
retrieving revision 1.59
diff -u -r1.59 minimap.c
--- minimap.c	13 Jun 2010 18:05:40 -0000	1.59
+++ minimap.c	20 Jul 2010 17:27:39 -0000
@@ -1236,7 +1236,7 @@
		{
			x = m->x * size_x;
			y = float_minimap_size - (m->y * size_y);
-			if(is_within_radius(x,y,px,py,zoom_multip*(minimap_size/2-8)))
+			if(is_within_radius(x,y,px,py,zoom_multip*(minimap_size/2-15)))
			{
				glColor3f(0.15f, 0.65f, 0.45f); 
				glVertex2f(x, y);

I guess the same adjustment applies to 'follow_path' and 'map markings' (following directly after that section of minimap.c) but i couldn't test it yet...

Edited by Sir_Odie

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