Cap minimap zoom like in sidemods. Removes need for a CVar.
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8 changed files with 13 additions and 28 deletions
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@ -22,20 +22,17 @@ extend Class SWWMHandler
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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double val = swwm_mm_zoom;
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if ( val > 1. ) val = max(1.,val-.5);
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else val = max(.5,val-.25);
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CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
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let bar = SWWMStatusBar(StatusBar);
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if ( !bar ) return;
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bar.mm_zoom = max(.5,bar.mm_zoom-.25);
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}
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else if ( e.Name ~== "swwmzoomout" )
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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double maxval = level.allmap?2.:1.;
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double val = swwm_mm_zoom;
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if ( val >= 1. ) val = min(maxval,val+.5);
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else val = min(1.,val+.25);
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CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
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let bar = SWWMStatusBar(StatusBar);
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if ( !bar ) return;
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bar.mm_zoom = min(1.,bar.mm_zoom+.25);
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}
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}
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@ -276,7 +276,7 @@ extend Class SWWMHandler
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return;
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}
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// update trackers for anything around the player
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double viewdist = SWWMStatusBar.MAPVIEWDIST*swwm_mm_zoom;
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double viewdist = SWWMStatusBar.MAPVIEWDIST;
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// still about as expensive as using a BlockThingsIterator, but without the need to allocate one every tic
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int thisgroup = players[consoleplayer].Camera.CurSector.portalgroup;
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foreach ( s:level.Sectors ) for ( Actor a=s.thinglist; a; a=a.snext )
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@ -97,12 +97,6 @@ Class SWWMStaticHandler : StaticEventHandler
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}
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SWWMHandler.ClearAllShaders();
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EventHandler.SendInterfaceEvent(consoleplayer,"swwmflushhud");
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// force a reset of the minimap zoom in case it's set beyond safe levels
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double mmz = swwm_mm_zoom;
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if ( level.allmap && (mmz >= 2.) ) mmz = 2.;
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else if ( mmz >= 1. ) mmz = 1.;
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else mmz = .5;
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CVar.FindCVar('swwm_mm_zoom').SetFloat(mmz);
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EventHandler.SendInterfaceEvent(consoleplayer,"swwmaprcheck");
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if ( !e.IsSaveGame ) return;
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// save version checker
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