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	2D3D: fixed item colors in minimap
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		| @@ -5932,7 +5932,9 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) { | ||||
|       } | ||||
|  | ||||
|     if(wmascii || (WDIM == 2 && GDIM == 3)) { | ||||
|       if(c->wall == waNone || isWatery(c)) asciicol = fcol; | ||||
|       if(!it) { | ||||
|         if(c->wall == waNone || isWatery(c)) asciicol = fcol; | ||||
|         } | ||||
|       if(c->wall == waBoat) asciicol = 0xC06000; | ||||
|  | ||||
|       if(c->wall == waArrowTrap) | ||||
| @@ -5942,7 +5944,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) { | ||||
|       if(c->wall == waTerraWarrior) | ||||
|         asciicol = terracol[c->landparam & 7]; | ||||
|  | ||||
|       if(c->wall == waMineOpen) { | ||||
|       if(c->wall == waMineOpen && !it) { | ||||
|         int mines = countMinesAround(c); | ||||
|         if(ch == '.') { | ||||
|           if(mines == 0) ch = ' '; | ||||
|   | ||||
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