Thread: Map icon fix [OSRS Rev #143+]

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  1. #11  
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    no problem!
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  2. #12  
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    Quote Originally Posted by Zion View Post
    no problem!
    hmm, what if I dont even got the icons showing up ?
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  3. #13  
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    Quote Originally Posted by Severus View Post
    hmm, what if I dont even got the icons showing up ?
    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.
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  4. #14  
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    Quote Originally Posted by Zion View Post
    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?
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  5. #15  
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    Quote Originally Posted by Severus View Post
    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?
    id = j3

    put it under
    if (j3 >= 0) {
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  6. #16  
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    ty papi
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  7. #17  
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    Good shit only from ZION!
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  8. #18  
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    Thanks boys
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  9. #19  
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    bump, had some people ask about this.
    also edited the thread so it makes a bit more sense.
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  10. #20  
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    nice share, thanks man.

    Still slightly scarmbled for me @ varrock mid, even with the snippet you mentioned on page 2 it's a good enough start though

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