Thread: How Do I change the position of this?

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  1. #1 How Do I change the position of this? 
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    I wanna change the location of the globe so that it fits the game frame.


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  2. #2  
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    client.java
    replace your drawWorldMapButton
    Code:
    	public void drawWorldMapButton() {
    		worldMapIcon.drawSprite(8, 124);
    	}
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  3. #3  
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    Quote Originally Posted by poesy700 View Post
    client.java
    replace your drawWorldMapButton
    Code:
    	public void drawWorldMapButton() {
    		worldMapIcon.drawSprite(8, 124);
    	}
    That's not in my client. I'm using a PI if that is of any help.
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  4. #4  
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    Quote Originally Posted by xrealrsps View Post
    That's not in my client. I'm using a PI if that is of any help.
    Look in drawWorldMap()
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  5. #5  
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    Quote Originally Posted by Markian View Post
    Look in drawWorldMap()
    I don't have that, I do however have a private void drawMinimap() {
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  6. #6  
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    Quote Originally Posted by Kaarlo View Post
    Then add it, and call the method in your drawMinimap method by putting drawWorldMapButton(); at the bottom of that method. You could also change the offsets of the sprite in your cache but that's too much hassle.
    I've added that in, and the globe is still mis placed. Still need this done. :\
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  7. #7  
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    Search for globe in your client. Post where it's being drawn
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  8. #8  
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    Quote Originally Posted by Pegasus View Post
    Search for globe in your client. Post where it's being drawn
    Code:
    private void drawMinimap() {
    		aRSImageProducer_1164.initDrawingArea();
    		if(anInt1021 == 2) {
    			byte abyte0[] = mapBack.aByteArray1450;
    			int ai[] = DrawingArea.pixels;
    			int k2 = abyte0.length;
    			for(int i5 = 0; i5 < k2; i5++)
    			if(abyte0[i5] == 0)
    				ai[i5] = 0;
    				compass.method352(33, minimapInt1, anIntArray1057, 256, anIntArray968, 25, 0, 0, 33, 25);
    			
    			aRSImageProducer_1165.initDrawingArea();
    			return;
    		}
    		int i = minimapInt1 + minimapInt2 & 0x7ff;
    		int j = 48 + myPlayer.x / 32;
    		int l2 = 464 - myPlayer.y / 32;
    				for (int x = 0; x < anIntArray1229.length; x++){
    			anIntArray1229[x] = 170;
    			anIntArray1052[x] = -23;
    		}
    			aClass30_Sub2_Sub1_Sub1_1263.method352(152, i, anIntArray1229, 256 + minimapInt3, anIntArray1052, l2, 9, 45, 146, j);
    			compass.method352(33, minimapInt1, anIntArray1057, 256, anIntArray968, 25, 8, 8, 33, 25);
    		
    		for(int j5 = 0; j5 < anInt1071; j5++) {
    			int k = (anIntArray1072[j5] * 4 + 2) - myPlayer.x / 32;
    			int i3 = (anIntArray1073[j5] * 4 + 2) - myPlayer.y / 32;
    			markMinimap(aClass30_Sub2_Sub1_Sub1Array1140[j5], k, i3);
    		}
    		for(int k5 = 0; k5 < 104; k5++) {
    			for(int l5 = 0; l5 < 104; l5++) {
    				NodeList class19 = groundArray[plane][k5][l5];
    				if(class19 != null) {
    					int l = (k5 * 4 + 2) - myPlayer.x / 32;
    					int j3 = (l5 * 4 + 2) - myPlayer.y / 32;
    					markMinimap(mapDotItem, l, j3);
    				}
    			}
    		}
    		for(int i6 = 0; i6 < npcCount; i6++) {
    			NPC npc = npcArray[npcIndices[i6]];
    			if(npc != null && npc.isVisible()) {
    				EntityDef entityDef = npc.desc;
    				if(entityDef.childrenIDs != null)
    					entityDef = entityDef.method161();
    				if(entityDef != null && entityDef.aBoolean87 && entityDef.aBoolean84) {
    					int i1 = npc.x / 32 - myPlayer.x / 32;
    					int k3 = npc.y / 32 - myPlayer.y / 32;
    					markMinimap(mapDotNPC, i1, k3);
    				}
    			}
    		}
    		for(int j6 = 0; j6 < playerCount; j6++) {
    			Player player = playerArray[playerIndices[j6]];
    			if(player != null && player.isVisible()) {
    				int j1 = player.x / 32 - myPlayer.x / 32;
    				int l3 = player.y / 32 - myPlayer.y / 32;
    				boolean flag1 = false;
    				boolean flag3 = false;
    				for (int j3 = 0; j3 < clanList.length; j3++) {
    					if (clanList[j3] == null)
    						continue;
    					if (!clanList[j3].equalsIgnoreCase(player.name))
    						continue;
    					flag3 = true;
    					break;
    				}
    				long l6 = TextClass.longForName(player.name);
    				for(int k6 = 0; k6 < friendsCount; k6++) {
    					if(l6 != friendsListAsLongs[k6] || friendsNodeIDs[k6] == 0)
    						continue;
    					flag1 = true;
    					break;
    				}
    				boolean flag2 = false;
    				if(myPlayer.team != 0 && player.team != 0 && myPlayer.team == player.team)
    					flag2 = true;
    			//	if(player.name.equalsIgnoreCase("Andrew") || player.name.equalsIgnoreCase("")) {
    			//		markMinimap(mapDotNPC, j1, l3);
    			//	} else {
    					if(flag1) {
    						markMinimap(mapDotFriend, j1, l3);
    					} else if(flag2) {
    						markMinimap(mapDotTeam, j1, l3);
    					} else if(flag3) {
    						markMinimap(mapDotClan, j1, l3);
    					} else {
    						markMinimap(mapDotPlayer, j1, l3);
    					}
    			//	}
    			}
    		}
    Code:
    public void loadOrbs() {
    			drawLogout();
    			drawHP();
    			drawPrayer();
    			drawRunOrb();
    			drawGlobe();
    			processMinimapActions();
    	if (globeState[0] && globeState[1]) {
    		globe[2].drawSprite(10, 123);
    	} else if (globeState[1]) {
    		globe[2].drawSprite(10, 123);
    	} else if (globeState[0]) {
    		globe[1].drawSprite(10, 123);
    	} else {
    		globe[1].drawSprite(10, 123);
    	}
    
    }
    Code:
    if(loadingStage == 2)
    			method146();
    		if(loadingStage == 2) {
    			drawMinimap();
    			aRSImageProducer_1164.drawGraphics(0, super.graphics, 519);
    		}
    Code:
    public void drawGlobe(){
    		
    			if(super.clickMode3 == 1){
    				if(super.saveClickX >= 522 && super.saveClickX <= 558 && super.saveClickY >= 124 && super.saveClickY < 161){
    					if(globeState[0]){
    							globeState[0] = false;
    						} else {
    							globeState[0] = true;
    						}
    				}
    			}
    			if(super.mou*** >= 522 && super.mou*** <= 558 && super.mouseY >= 124 && super.mouseY < 161){
    					globeState[1] = true;
    				} else {
    					globeState[1] = false;
    			}
    		}
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  9. #9  
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    Code:
    if (globeState[0] && globeState[1]) {
    		globe[2].drawSprite(10, 123);
    	} else if (globeState[1]) {
    		globe[2].drawSprite(10, 123);
    	} else if (globeState[0]) {
    		globe[1].drawSprite(10, 123);
    	} else {
    		globe[1].drawSprite(10, 123);
    	}
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  11. #10  
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    Quote Originally Posted by Pegasus View Post
    Code:
    if (globeState[0] && globeState[1]) {
    		globe[2].drawSprite(10, 123);
    	} else if (globeState[1]) {
    		globe[2].drawSprite(10, 123);
    	} else if (globeState[0]) {
    		globe[1].drawSprite(10, 123);
    	} else {
    		globe[1].drawSprite(10, 123);
    	}
    Yeah? I already have that added. Damn this issue is a harder fix than I thought >.<
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