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Draw minimap.png if it is mounted
This is a simple change - we draw minimap.png, instead of the generated custom map, if it is a per-level mounted custom asset. Custom levels have already been able to utilize minimap.png, but it was limited - they could do gamemode(teleporter) in a script, and that would show their customized minimap.png, but it's not like the player could look at it during gameplay. I would have done this earlier if I had figured out how to check if a specific asset was mounted or not.
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3 changed files with 13 additions and 1 deletions
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@ -149,6 +149,7 @@ void Graphics::init(void)
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#ifndef NO_CUSTOM_LEVELS
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tiles1_mounted = false;
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tiles2_mounted = false;
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minimap_mounted = false;
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#endif
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}
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@ -3402,6 +3403,7 @@ void Graphics::reloadresources(void)
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#ifndef NO_CUSTOM_LEVELS
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tiles1_mounted = FILESYSTEM_isAssetMounted("graphics/tiles.png");
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tiles2_mounted = FILESYSTEM_isAssetMounted("graphics/tiles2.png");
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minimap_mounted = FILESYSTEM_isAssetMounted("graphics/minimap.png");
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#endif
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}
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@ -220,6 +220,7 @@ public:
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#ifndef NO_CUSTOM_LEVELS
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bool tiles1_mounted;
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bool tiles2_mounted;
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bool minimap_mounted;
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#endif
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@ -1929,11 +1929,19 @@ void maprender(void)
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}
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graphics.Print(-1, 105, "NO SIGNAL", 245, 245, 245, true);
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}
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#ifndef NO_CUSTOM_LEVELS
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else if(map.custommode)
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{
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//draw the map image
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graphics.drawcustompixeltextbox(35+map.custommmxoff, 16+map.custommmyoff, map.custommmxsize+10, map.custommmysize+10, (map.custommmxsize+10)/8, (map.custommmysize+10)/8, 65, 185, 207,4,0);
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graphics.drawpartimage(12, 40+map.custommmxoff, 21+map.custommmyoff, map.custommmxsize,map.custommmysize);
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if (graphics.minimap_mounted)
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{
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graphics.drawpartimage(1, 40+map.custommmxoff, 21+map.custommmyoff, map.custommmxsize, map.custommmysize);
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}
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else
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{
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graphics.drawpartimage(12, 40+map.custommmxoff, 21+map.custommmyoff, map.custommmxsize,map.custommmysize);
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}
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//Black out here
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if(map.customzoom==4){
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@ -2038,6 +2046,7 @@ void maprender(void)
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}
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}
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}
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#endif /* NO_CUSTOM_LEVELS */
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else
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{
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//draw the map image
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