(satmap): Make contact iff displaying sectors. Shouldn't make a
difference, but is clearer. (satmap): Spotting land units makes contact.
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1 changed files with 5 additions and 5 deletions
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@ -122,8 +122,7 @@ satmap(int x, int y, int eff, int range, int flags, int type)
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if (sect.sct_own && sect.sct_own != player->cnum) {
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satdisp(§, acc, 0);
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++count;
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}
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if (opt_HIDDEN) {
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if (opt_HIDDEN)
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setcont(player->cnum, sect.sct_own, FOUND_FLY);
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}
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}
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@ -171,10 +170,9 @@ satmap(int x, int y, int eff, int range, int flags, int type)
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prxy("%4d,%-4d ", ship.shp_x, ship.shp_y, player->cnum);
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pr("%3d%%\n", ship.shp_effic);
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++count;
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if (opt_HIDDEN) {
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if (opt_HIDDEN)
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setcont(player->cnum, ship.shp_own, FOUND_FLY);
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}
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}
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/* If we are imaging *and* drawing the map */
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if ((flags & P_I) && (type == EF_BAD)) {
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/* Figure out where to put the ship */
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@ -223,6 +221,8 @@ satmap(int x, int y, int eff, int range, int flags, int type)
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prxy("%4d,%-4d", land.lnd_x, land.lnd_y, player->cnum);
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pr("%3d%%\n", land.lnd_effic);
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++count;
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if (opt_HIDDEN)
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setcont(player->cnum, land.lnd_own, FOUND_FLY);
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}
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/* If we are imaging *and* drawing the map */
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if ((flags & P_I) && (type == EF_BAD)) {
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