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							| @ -1162,19 +1162,43 @@ static void gui_renderPilot(const Pilot* p) { | |||||||
|   int x, y, sx, sy; |   int x, y, sx, sy; | ||||||
|   double w, h; |   double w, h; | ||||||
|   glColour* col; |   glColour* col; | ||||||
|  |   double a; | ||||||
| 
 | 
 | ||||||
|  |   /* Get position. */ | ||||||
|   x = (p->solid->pos.x - player->solid->pos.x) / gui.radar.res; |   x = (p->solid->pos.x - player->solid->pos.x) / gui.radar.res; | ||||||
|   y = (p->solid->pos.y - player->solid->pos.y) / gui.radar.res; |   y = (p->solid->pos.y - player->solid->pos.y) / gui.radar.res; | ||||||
|  |   /* Get size. */ | ||||||
|   sx = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sw / gui.radar.res; |   sx = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sw / gui.radar.res; | ||||||
|   sy = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sh / gui.radar.res; |   sy = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sh / gui.radar.res; | ||||||
|   if(sx < 1.) sx = 1.; |   if(sx < 1.) sx = 1.; | ||||||
|   if(sy < 1.) sy = 1.; |   if(sy < 1.) sy = 1.; | ||||||
| 
 | 
 | ||||||
|  |   /* Check if pilot in range. */ | ||||||
|   if(((gui.radar.shape == RADAR_RECT) && ((ABS(x) > gui.radar.w/2.+sx) |   if(((gui.radar.shape == RADAR_RECT) && ((ABS(x) > gui.radar.w/2.+sx) | ||||||
|           || (ABS(y) > gui.radar.h/2.+sy))) || |           || (ABS(y) > gui.radar.h/2.+sy))) || | ||||||
|           ((gui.radar.shape == RADAR_CIRCLE) && |           ((gui.radar.shape == RADAR_CIRCLE) && | ||||||
|           ((x*x + y*y) > (int)(gui.radar.w*gui.radar.w)))) |           ((x*x + y*y) > (int)(gui.radar.w*gui.radar.w)))) { | ||||||
|     return; /* Pilot isn't in range. */ | 
 | ||||||
|  |     /* Draw a little targetted symbol. */ | ||||||
|  |     if(p->id == player->target) { | ||||||
|  |       /* Circle radars have it easy. */ | ||||||
|  |       if(gui.radar.shape == RADAR_CIRCLE) { | ||||||
|  |         /* We'll create a line. */ | ||||||
|  |         a = ANGLE(x, y); | ||||||
|  |         x = gui.radar.w*cos(a); | ||||||
|  |         y = gui.radar.w*sin(a); | ||||||
|  |         sx = 0.85 * x; | ||||||
|  |         sy = 0.85 * y; | ||||||
|  | 
 | ||||||
|  |         COLOUR(cRadar_targ); | ||||||
|  |         glBegin(GL_LINES); | ||||||
|  |           glVertex2d(x, y); | ||||||
|  |           glVertex2d(sx, sy); | ||||||
|  |         glEnd(); | ||||||
|  |       } | ||||||
|  |     } | ||||||
|  |     return; | ||||||
|  |   } | ||||||
| 
 | 
 | ||||||
|   if(gui.radar.shape == RADAR_RECT) { |   if(gui.radar.shape == RADAR_RECT) { | ||||||
|     w = gui.radar.w/2.; |     w = gui.radar.w/2.; | ||||||
|  | |||||||
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