Other minor fixes
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4c51009ed9
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@ -286,8 +286,6 @@ function addTab(name, focus)
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end
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if focus then
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consoleTabBar:selectTab(tab)
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elseif not serverTab or name ~= serverTab:getText() then
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consoleTabBar:blinkTab(tab)
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end
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return tab
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end
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@ -23,6 +23,7 @@ function init()
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connect(g_game, {
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onGameStart = onGameStart,
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onGMActions = onGMActions,
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onGameEnd = onGameEnd,
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onLoginAdvice = onLoginAdvice
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}, true)
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@ -116,6 +117,7 @@ function terminate()
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disconnect(g_game, {
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onGameStart = onGameStart,
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onGMActions = onGMActions,
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onGameEnd = onGameEnd,
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onLoginAdvice = onLoginAdvice
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})
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@ -148,6 +150,9 @@ function show()
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gameRootPanel:show()
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gameRootPanel:focus()
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gameMapPanel:followCreature(g_game.getLocalPlayer())
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gameMapPanel:setMaxZoomOut(11)
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gameMapPanel:setLimitVisibleRange(true)
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setupViewMode(0)
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updateStretchShrink()
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logoutButton:setTooltip(tr('Logout'))
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end
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@ -712,7 +717,8 @@ function setupViewMode(mode)
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gameMapPanel:setZoom(11)
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gameMapPanel:setVisibleDimension({ width = 15, height = 11 })
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elseif mode == 2 then
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gameMapPanel:setLimitVisibleRange(limitZoom)
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local limit = limitZoom and not g_game.isGM()
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gameMapPanel:setLimitVisibleRange(limit)
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gameMapPanel:setZoom(11)
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gameMapPanel:setVisibleDimension({ width = 15, height = 11 })
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gameMapPanel:fill('parent')
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@ -727,7 +733,7 @@ function setupViewMode(mode)
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gameMapPanel:setOn(true)
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gameBottomPanel:setImageColor('#ffffff88')
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modules.client_topmenu.getTopMenu():setImageColor('#ffffff66')
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if not limitZoom then
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if not limit then
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g_game.changeMapAwareRange(24, 20)
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end
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end
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@ -737,6 +743,10 @@ end
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function limitZoom()
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limitZoom = true
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gameMapPanel:setMaxZoomOut(11)
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gameMapPanel:setLimitVisibleRange(true)
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end
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function onGMActions()
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if not limitZoom then return end
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gameMapPanel:setMaxZoomOut(513)
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gameMapPanel:setLimitVisibleRange(false)
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end
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@ -174,9 +174,16 @@ void ThingType::draw(const Point& dest, float scaleFactor, int layer, int xPatte
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Rect screenRect(dest + (textureOffset - m_displacement - (m_size.toPoint() - Point(1, 1)) * 32) * scaleFactor,
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textureRect.size() * scaleFactor);
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g_painter->setOpacity(m_opacity);
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bool useOpacity = m_opacity < 1.0f;
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if(useOpacity)
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g_painter->setColor(Color(1.0f,1.0f,1.0f,m_opacity));
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g_painter->drawTexturedRect(screenRect, texture, textureRect);
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if(useOpacity)
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g_painter->setColor(Color::white);
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if(lightView && hasLight()) {
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Light light = getLight();
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if(light.intensity > 0)
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