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- limit users to a max of 5 cell markers and use team color when placed
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commit
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@ -2248,9 +2248,15 @@ void Game::mouseDownLeft(int x, int y) {
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totalMarkedCellsForPlayer++;
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}
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}
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if(totalMarkedCellsForPlayer < 5) {
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const int MAX_MARKER_COUNT = 5;
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if(totalMarkedCellsForPlayer < MAX_MARKER_COUNT) {
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isMarkCellEnabled = true;
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}
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else {
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Lang &lang= Lang::getInstance();
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console.addLine(lang.get("MaxMarkerCount") + " " + intToStr(MAX_MARKER_COUNT));
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}
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}
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else if(result.first == unmarkCellPopupMenuIndex) {
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isUnMarkCellEnabled = true;
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@ -6039,9 +6039,69 @@ void Renderer::renderVisibleMarkedCells(bool renderTextHint,int x, int y) {
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}
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}
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else {
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/*
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//texture 0
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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//set color to interpolation
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
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//set alpha to 1
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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//texture 1
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glActiveTexture(GL_TEXTURE1);
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glMultiTexCoord2f(GL_TEXTURE1, 0.f, 0.f);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(bm.getFaction()->getTexture())->getHandle());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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//set alpha to 1
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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*/
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Vec3f flagColor(bm.getFaction()->getTexture()->getPixmapConst()->getPixel3f(0,0));
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renderTextureQuad(
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bmVisible.second.x,bmVisible.second.y + yOffset,
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texture->getTextureWidth(),texture->getTextureHeight(),texture,0.8f);
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texture->getTextureWidth(),texture->getTextureHeight(),texture,0.8f,&flagColor);
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/*
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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*/
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}
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}
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}
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