From ff3bb353fc1442d9451b15e4d9f3aa23de6c1388 Mon Sep 17 00:00:00 2001 From: Mark Vejvoda Date: Wed, 26 Jan 2011 16:13:08 +0000 Subject: [PATCH] - bugfix for game over and player can see whole map causing out of synch in some cases. --- source/glest_game/world/world.cpp | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) diff --git a/source/glest_game/world/world.cpp b/source/glest_game/world/world.cpp index b3f08f63..0816ac23 100644 --- a/source/glest_game/world/world.cpp +++ b/source/glest_game/world/world.cpp @@ -1231,10 +1231,8 @@ void World::computeFow(int factionIdxToTick) { for(int j = 0; j < map.getSurfaceH(); ++j) { for(int k = 0; k < GameConstants::maxPlayers + GameConstants::specialFactions; ++k) { if(fogOfWar || k != thisTeamIndex) { + map.getSurfaceCell(i, j)->setVisible(k, false); if(showWorldForPlayer(k) == true) { - //map.getSurfaceCell(i, j)->setVisible(k, true); - //map.getSurfaceCell(i, j)->setExplored(k, true); - const Vec2i pos(i,j); Vec2i surfPos= pos; @@ -1255,9 +1253,9 @@ void World::computeFow(int factionIdxToTick) { float alpha=maxAlpha; minimap.incFowTextureAlphaSurface(surfPos, alpha); } - else { - map.getSurfaceCell(i, j)->setVisible(k, false); - } + //else { + // map.getSurfaceCell(i, j)->setVisible(k, false); + //} } } }