Some minor syntax grooming in LLNetMap::draw

This commit is contained in:
Shyotl
2012-11-29 10:03:48 -06:00
parent 5e6ed2dc9f
commit c0c9c51e43

View File

@@ -381,27 +381,29 @@ void LLNetMap::draw()
LLWorld::getInstance()->getAvatars(&avatar_ids, &positions);
for(U32 i=0; i<avatar_ids.size(); i++)
{
const LLUUID &id = avatar_ids[i];
const LLVector3d& pos = positions[i];
LLColor4 avColor = standard_color;
// TODO: it'd be very cool to draw these in sorted order from lowest Z to highest.
// just be careful to sort the avatar IDs along with the positions. -MG
pos_map = globalPosToView(positions[i], rotate_map);
if (positions[i].mdV[VZ] == 0.f)
pos_map = globalPosToView(pos, rotate_map);
if (pos.mdV[VZ] == 0.f)
{
pos_map.mV[VZ] = 16000.f;
}
std::string avName;
gCacheName->getFullName(avatar_ids[i], avName);
if(LLMuteList::getInstance()->isMuted(avatar_ids[i]))
gCacheName->getFullName(id, avName);
if(LLMuteList::getInstance()->isMuted(id))
{
avColor = muted_color;
}
LLViewerRegion* avatar_region = LLWorld::getInstance()->getRegionFromPosGlobal(positions[i]);
LLViewerRegion* avatar_region = LLWorld::getInstance()->getRegionFromPosGlobal(pos);
LLUUID estate_owner = avatar_region? avatar_region->getOwner() : LLUUID::null;
// MOYMOD Minimap custom av colors.
boost::unordered_map<const LLUUID,LLColor4>::const_iterator it = mm_MarkerColors.find(avatar_ids[i]);
boost::unordered_map<const LLUUID,LLColor4>::const_iterator it = mm_MarkerColors.find(id);
if(it != mm_MarkerColors.end())
{
avColor = it->second;
@@ -412,12 +414,12 @@ void LLNetMap::draw()
avColor = linden_color;
}
//check if they are an estate owner at their current position
else if(estate_owner.notNull() && avatar_ids[i] == estate_owner)
else if(estate_owner.notNull() && id == estate_owner)
{
avColor = em_color;
}
//without these dots, SL would suck.
else if(is_agent_friend(avatar_ids[i]))
else if(is_agent_friend(id))
{
avColor = friend_color;
}
@@ -432,8 +434,8 @@ void LLNetMap::draw()
if(dist_to_cursor < min_pick_dist && dist_to_cursor < closest_dist)
{
closest_dist = dist_to_cursor;
mClosestAgentToCursor = avatar_ids[i];
mClosestAgentPosition = positions[i];
mClosestAgentToCursor = id;
mClosestAgentPosition = pos;
}
}