Originally Posted by
Zion
That's why you have to download the #145 objects i provided, or dump your own revision, with the data dumper i supplised aswell that support #143+ objects
Originally the data dumper didn't; support the new opcode for the map icons.
Ah, I got that sorted out, thanks.
Code:
public void method24(int i) {
int ai[] = minimapImage.myPixels;
int j = ai.length;
for (int k = 0; k < j; k++)
ai[k] = 0;
for (int l = 1; l < 103; l++) {
int i1 = 24628 + (103 - l) * 512 * 4;
for (int k1 = 1; k1 < 103; k1++) {
if ((byteGroundArray[i][k1][l] & 0x18) == 0)
worldController.method309(ai, i1, i, k1, l);
if (i < 3 && (byteGroundArray[i + 1][k1][l] & 8) != 0)
worldController.method309(ai, i1, i + 1, k1, l);
i1 += 4;
}
}
int j1 = ((238 + (int) (Math.random() * 20D)) - 10 << 16) + ((238 + (int) (Math.random() * 20D)) - 10 << 8)
+ ((238 + (int) (Math.random() * 20D)) - 10);
int l1 = (238 + (int) (Math.random() * 20D)) - 10 << 16;
minimapImage.method343();
for (int i2 = 1; i2 < 103; i2++) {
for (int j2 = 1; j2 < 103; j2++) {
if ((byteGroundArray[i][j2][i2] & 0x18) == 0)
method50(i2, j1, j2, l1, i);
if (i < 3 && (byteGroundArray[i + 1][j2][i2] & 8) != 0)
method50(i2, j1, j2, l1, i + 1);
}
}
mainGameGraphicsBuffer.initDrawingArea();
mapIconAmount = 0;
for (int k2 = 0; k2 < 104; k2++) {
for (int l2 = 0; l2 < 104; l2++) {
int i3 = worldController.method303(plane, k2, l2);
if (i3 != 0) {
i3 = i3 >> 14 & 0x7fff;
int j3 = ObjectDefinition.forID(i3).anInt746;
if (j3 >= 0) {
int k3 = k2;
int l3 = l2;
if (j3 != 22 && j3 != 29 && j3 != 34 && j3 != 36 && j3 != 46 && j3 != 47 && j3 != 48) {
// byte byte0 = 104;
// byte byte1 = 104;
// int ai1[][] =
// aClass11Array1230[plane].anIntArrayArray294;
// for (int i4 = 0; i4 < 10; i4++) {
// int j4 = (int) (Math.random() * 4D);
// if (j4 == 0 && k3 > 0 && k3 > k2 - 3
// && (ai1[k3 - 1][l3] & 0x1280108) == 0)
// k3--;
// if (j4 == 1 && k3 < byte0 - 1 && k3 < k2 + 3
// && (ai1[k3 + 1][l3] & 0x1280180) == 0)
// k3++;
// if (j4 == 2 && l3 > 0 && l3 > l2 - 3
// && (ai1[k3][l3 - 1] & 0x1280102) == 0)
// l3--;
// if (j4 == 3 && l3 < byte1 - 1 && l3 < l2 + 3
// && (ai1[k3][l3 + 1] & 0x1280120) == 0)
// l3++;
// }
}
mapIconSprite[mapIconAmount] = mapFunctions[j3];
anIntArray1072[mapIconAmount] = k3;
anIntArray1073[mapIconAmount] = l3;
mapIconAmount++;
}
}
}
}
}
Where exactly do I put the second part?