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@@ -27,7 +27,7 @@
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</div>
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<div id="zoomLevelDisplay"></div>
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<div id="cursorCoordDisplay"></div>
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Map v0.6.6 alpha
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Map v0.6.7 alpha
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<br>
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Updated for Game Build 99.7
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<br>
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@@ -497,9 +497,24 @@ function redrawDynamics(){
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for(const marker of MapData.dynamicMarkers){
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curSprite = null;
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marker.visible = false;
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if(marker.hidden || (marker.minZoom && MapData.view.scale < marker.minZoom) || (marker.maxZoom && MapData.view.scale > marker.maxZoom)) continue;
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let markerX = MapData.view.convertX(marker.position.x);
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let markerY = MapData.view.convertY(marker.position.z);
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// Placing this here means the map should always snap to the player if the toggle is on.
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// Placing it after culling means that if the user fast travels the map won't snap to them until manually scrolled to near their position.
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if(MapData.layers.gps && marker.type === 'player') {
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// These functions are very closely related to convertX and convertY
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let newX = -marker.position.x * MapData.view.scale + mapCanvas.width * 0.5;
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let newY = ((MapData.matrix.minY+MapData.matrix.maxY-marker.position.z) * MapData.view.scale - mapCanvas.height * 0.5);
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if(Math.abs(MapData.view.x - newX) >= 10 || Math.abs(MapData.view.y - newY) >= 10) {
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MapData.view.x = newX;
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MapData.view.y = newY;
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MapData.view.dirty = true;
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}
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}
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if(marker.hidden || (marker.minZoom && MapData.view.scale < marker.minZoom) || (marker.maxZoom && MapData.view.scale > marker.maxZoom)) continue;
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if(markerX > mapCanvas.width + Config.viewCullMargin || markerX < -Config.viewCullMargin || markerY > mapCanvas.height + Config.viewCullMargin || markerY < -Config.viewCullMargin) continue; // View Culling
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switch(marker.type){
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case 'player':
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@@ -256,7 +256,20 @@ let settingEntries = [
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func: state =>{
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MapData.layers.player = state;
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MapData.view.dynDirty = true;
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}
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},
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children: [
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{
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label: 'Follow Player',
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tooltip: 'Keep View centered on player',
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id: 'toggle_gps',
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saveState: true,
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state: true,
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func: state =>{
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MapData.layers.gps = state;
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MapData.view.dynDirty = true;
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}
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}
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]
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},
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{
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label: 'Train Cars',
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