Previous patch for not showing hidden units in minimap "forgot" ...
...to show invisible units in your own turn :P, now it's fixed
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1 changed files with 5 additions and 4 deletions
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@ -918,10 +918,11 @@ void display::draw_minimap(int x, int y, int w, int h)
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SDL_BlitSurface(surface,NULL,video().getSurface(),&loc);
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for(unit_map::const_iterator u = units_.begin(); u != units_.end(); ++u) {
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if(fogged(u->first.x,u->first.y) || u->second.invisible(
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map_.underlying_terrain(map_[u->first.x][u->first.y]),
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status_.get_time_of_day().lawful_bonus,u->first,
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units_,teams_))
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if(fogged(u->first.x,u->first.y) ||
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(teams_[currentTeam_].is_enemy(u->second.side()) &&
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u->second.invisible(map_.underlying_terrain(map_[u->first.x][u->first.y]),
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status_.get_time_of_day().lawful_bonus,u->first,
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units_,teams_)))
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continue;
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const int side = u->second.side();
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