Make player markers work in interiors and make them easier to test

coverity_scan^2
David Cernat 8 years ago
parent 2e81034e53
commit 07acd7a721

@ -150,14 +150,17 @@ bool mwmp::GUIController::pressedKey(int key)
printf("mwmp::GUIController::pressedKey.newFocus: %s.\n", newFocus ? newFocus->getName().c_str() : "nil");*/
return true;
}
else if(key == SDLK_RETURN)
else if(key == SDLK_BACKSPACE)
{
/*
static bool test = true;
if(test)
{
test = false;
SetMapVisibility(0, true);
}
*/
SetMapVisibility(0, true);
}
return false;
}
@ -242,7 +245,18 @@ void mwmp::GUIController::SetMapVisibility(int pid, bool state)
mEditingMarker.mWorldX = world->getPlayerPtr().getRefData().getPosition().pos[0];
mEditingMarker.mWorldY = world->getPlayerPtr().getRefData().getPosition().pos[1];
mEditingMarker.mCell.mWorldspace = ESM::CellId::sDefaultWorldspace;
mEditingMarker.mCell.mPaged = ptrCell->isExterior();
if (!ptrCell->isExterior())
mEditingMarker.mCell.mWorldspace = ptrCell->mName;
else
{
mEditingMarker.mCell.mWorldspace = ESM::CellId::sDefaultWorldspace;
mEditingMarker.mCell.mIndex.mX = ptrCell->getGridX();
mEditingMarker.mCell.mIndex.mY = ptrCell->getGridY();
}
mPlayerMarkers.addMarker(mEditingMarker, true);
}

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