Add Mouselook IFF from Alchemy!
Also Assorted Code Cleanup and sync with Alchemy Debug Settings are AlchemyMouselookIFF and AlchemyMouselookIFFRange Look to see if an avatar is in a nearby region always when checking if they're an estate owner.
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@@ -76,7 +76,6 @@
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//<edit>
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#include "lfsimfeaturehandler.h"
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#include "llfloateravatarlist.h"
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#include "llmutelist.h"
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#include "llvoavatar.h"
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//</edit>
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@@ -558,10 +557,9 @@ void LLNetMap::draw()
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// [RLVa:KB] - Version: 1.23.4 | Alternate: Snowglobe-1.2.4 | Checked: 2009-07-08 (RLVa-1.0.0e) | Modified: RLVa-0.2.0b
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bool show_friends = !gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES);
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// [/RLVa:KB]
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uuid_vec_t avatar_ids;
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std::vector<LLVector3d> positions;
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LLWorld::pos_map_t positions;
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LLWorld::getInstance()->getAvatars(&avatar_ids, &positions, gAgentCamera.getCameraPositionGlobal());
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LLWorld::getInstance()->getAvatars(&positions, gAgentCamera.getCameraPositionGlobal());
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// Get the selected ids from radar now, as they are loop invariant
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uuid_vec_t gmSelected;
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@@ -570,57 +568,30 @@ void LLNetMap::draw()
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gmSelected = LLFloaterAvatarList::instance().getSelectedIDs();
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// Draw avatars
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for(U32 i=0; i<avatar_ids.size(); i++)
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for(LLWorld::pos_map_t::const_iterator iter = positions.cbegin(), iter_end = positions.cend(); iter != iter_end; ++iter)
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{
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const LLUUID& uuid = avatar_ids[i];
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const LLUUID& uuid = iter->first;
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static const LLCachedControl<LLColor4> standard_color("MapAvatar",LLColor4(0.f,1.f,0.f,1.f));
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LLColor4 color = standard_color;
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// TODO: it'd be very cool to draw these in sorted order from lowest Z to highest.
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// just be careful to sort the avatar IDs along with the positions. -MG
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pos_map = globalPosToView(positions[i]);
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if (positions[i].mdV[VZ] == 0.f || positions[i].mdV[VZ] == COARSEUPDATE_MAX_Z)
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const LLVector3d& position = iter->second;
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pos_map = globalPosToView(position);
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if (position.mdV[VZ] == 0.f || position.mdV[VZ] == COARSEUPDATE_MAX_Z)
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{
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pos_map.mV[VZ] = 16000.f;
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}
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if (dist_vec(LLVector2(pos_map.mV[VX], pos_map.mV[VY]), LLVector2(local_mouse_x, local_mouse_y)) < min_pick_dist)
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{
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mClosestAgentsToCursor[uuid] = positions[i];
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mClosestAgentsToCursor[uuid] = position;
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static const LLCachedControl<LLColor4> map_avatar_rollover_color(gSavedSettings, "ExodusMapRolloverColor", LLColor4::cyan);
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color = map_avatar_rollover_color;
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}
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else
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{
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if(LLMuteList::getInstance()->isMuted(uuid))
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{
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static const LLCachedControl<LLColor4> muted_color("AscentMutedColor",LLColor4(0.7f,0.7f,0.7f,1.f));
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color = muted_color;
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}
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LLViewerRegion* avatar_region = LLWorld::getInstance()->getRegionFromPosGlobal(positions[i]);
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const LLUUID estate_owner = avatar_region ? avatar_region->getOwner() : LLUUID::null;
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// MOYMOD Minimap custom av colors.
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if (mm_getMarkerColor(uuid, color)) {}
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//Lindens are always more Linden than your friend, make that take precedence
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else if (LLMuteList::getInstance()->isLinden(uuid))
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{
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static const LLCachedControl<LLColor4> linden_color("AscentLindenColor",LLColor4(0.f,0.f,1.f,1.f));
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color = linden_color;
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}
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//check if they are an estate owner at their current position
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else if (estate_owner.notNull() && uuid == estate_owner)
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{
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static const LLCachedControl<LLColor4> em_color("AscentEstateOwnerColor",LLColor4(1.f,0.6f,1.f,1.f));
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color = em_color;
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}
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//without these dots, SL would suck.
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else if (show_friends && LLAvatarActions::isFriend(uuid))
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{
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static const LLCachedControl<LLColor4> friend_color("AscentFriendColor",LLColor4(1.f,1.f,0.f,1.f));
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color = friend_color;
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}
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bool getCustomColorRLV(const LLUUID&, LLColor4&, LLViewerRegion*, bool name_restricted);
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getCustomColorRLV(uuid, color, LLWorld::getInstance()->getRegionFromPosGlobal(position), show_friends);
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}
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LLWorldMapView::drawAvatar(
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