Previous patch for not showing hidden units in minimap "forgot" ...

...to show invisible units in your own turn :P, now it's fixed
This commit is contained in:
Isaac Clerencia Perez 2004-03-11 01:12:40 +00:00
parent 37fd507a80
commit 4562bbd456

View file

@ -918,10 +918,11 @@ void display::draw_minimap(int x, int y, int w, int h)
SDL_BlitSurface(surface,NULL,video().getSurface(),&loc);
for(unit_map::const_iterator u = units_.begin(); u != units_.end(); ++u) {
if(fogged(u->first.x,u->first.y) || u->second.invisible(
map_.underlying_terrain(map_[u->first.x][u->first.y]),
status_.get_time_of_day().lawful_bonus,u->first,
units_,teams_))
if(fogged(u->first.x,u->first.y) ||
(teams_[currentTeam_].is_enemy(u->second.side()) &&
u->second.invisible(map_.underlying_terrain(map_[u->first.x][u->first.y]),
status_.get_time_of_day().lawful_bonus,u->first,
units_,teams_)))
continue;
const int side = u->second.side();