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Cliffs work and some map cleanup; ( !!currently old maps are broken in editor!! )
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@@ -61,7 +61,7 @@ void BaseRenderer::renderMap(MapPreview *map, int x, int y,
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&& i * cellSize + x < clientW
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&& clientH - cellSize - j * cellSize + y > -cellSize
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&& clientH - cellSize - j * cellSize + y < clientH) {
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bool isCliff=false; // needed to speedup things
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//surface
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alt = map->getHeight(i, j) / 20.f;
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showWater = map->getWaterLevel()/ 20.f - alt;
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@@ -74,7 +74,13 @@ void BaseRenderer::renderMap(MapPreview *map, int x, int y,
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case st_Stone: surfColor = Vec3f(0.7f * alt, 0.7f * alt, 0.7f * alt + showWater); break;
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case st_Ground: surfColor = Vec3f(0.7f * alt, 0.5f * alt, 0.3f * alt + showWater); break;
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}
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if(map->getCliffLevel()>0)
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{// we maybe need to render cliff surfColor
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if(map->isCliff(i, j)){
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surfColor = Vec3f(0.95f * alt, 0.8f * alt, 0.0f * alt + showWater);
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isCliff=true;
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}
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}
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glColor3fv(surfColor.ptr());
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glBegin(GL_TRIANGLE_STRIP);
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@@ -99,7 +105,7 @@ void BaseRenderer::renderMap(MapPreview *map, int x, int y,
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case 10: glColor3f(1.f, 0.2f, 0.8f); break;
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}
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if (map->getObject(i, j) != 0) {
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if (map->getObject(i, j) != 0 || isCliff ) {
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glPointSize(cellSize / 2.f);
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glBegin(GL_POINTS);
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glVertex2i(i * cellSize + cellSize / 2, clientH - j * cellSize - cellSize / 2);
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