Fix up all the mini-map stuff!
- Preset animated graphics now start at 960 instead of 400, due to all the new preset terrains from the previous commit running into their range. - Tore out some optimization in the automap drawing, because it made it harder to figure out why it wasn't working - Both game and editor now use the larger 12x12 map graphics, and fall back to shrinking down the 28x36 terrain graphic if no map graphic is set - Upon loading an old scenario, map graphic is automatically set the same as the main graphic if it's a preset graphic; for custom graphics it's set to none - Scenario now has three zoom levels for mini-map - the original in which the entire town is visible, a slightly closer one that matches the in-game view, and a large one using the 12x12 map graphics at full size. - Fix some map patterns having the wrong bounding rect - Graphics (and sounds) now included in the project by folder reference, so that I don't need to manually every new sheet to the project
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@@ -352,7 +352,7 @@ void edit_sign(short which_sign,short picture) {
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sign_dlg["cancel"].attachClickHandler(std::bind(&cDialog::toast, &sign_dlg, false));
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sign_dlg["okay"].attachClickHandler(std::bind(edit_sign_event_filter, _1, which_sign));
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cPict& icon = dynamic_cast<cPict&>(sign_dlg["pic"]);
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if(picture >= 400 && picture < 1000)
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if(picture >= 960 && picture < 1000)
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icon.setPict(picture, PIC_TER_ANIM);
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else if(picture >= 2000)
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icon.setPict(picture - 2000, PIC_CUSTOM_TER_ANIM);
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