(satmap): Make contact iff displaying sectors. Shouldn't make a

difference, but is clearer.

(satmap): Spotting land units makes contact.
This commit is contained in:
Markus Armbruster 2005-10-03 14:37:26 +00:00
parent 6788cac8c0
commit d9bc7938ff

View file

@ -122,8 +122,7 @@ satmap(int x, int y, int eff, int range, int flags, int type)
if (sect.sct_own && sect.sct_own != player->cnum) {
satdisp(&sect, acc, 0);
++count;
}
if (opt_HIDDEN) {
if (opt_HIDDEN)
setcont(player->cnum, sect.sct_own, FOUND_FLY);
}
}
@ -171,10 +170,9 @@ satmap(int x, int y, int eff, int range, int flags, int type)
prxy("%4d,%-4d ", ship.shp_x, ship.shp_y, player->cnum);
pr("%3d%%\n", ship.shp_effic);
++count;
if (opt_HIDDEN) {
if (opt_HIDDEN)
setcont(player->cnum, ship.shp_own, FOUND_FLY);
}
}
/* If we are imaging *and* drawing the map */
if ((flags & P_I) && (type == EF_BAD)) {
/* Figure out where to put the ship */
@ -223,6 +221,8 @@ satmap(int x, int y, int eff, int range, int flags, int type)
prxy("%4d,%-4d", land.lnd_x, land.lnd_y, player->cnum);
pr("%3d%%\n", land.lnd_effic);
++count;
if (opt_HIDDEN)
setcont(player->cnum, land.lnd_own, FOUND_FLY);
}
/* If we are imaging *and* drawing the map */
if ((flags & P_I) && (type == EF_BAD)) {