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- MP mission timer, target blip height adjusted for NTSC/PAL
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8eb7415b17
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@ -536,7 +536,7 @@ void LoadMission(int missionnum)
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Mission.timer[0].x = Mission.timer[1].x = 124;
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Mission.timer[0].y = 16;
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Mission.timer[1].y = 136;
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Mission.timer[1].y = SCREEN_H / 2 + 8;
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if (MissionHeader->timer || (MissionHeader->timerFlags & MISSIONTIMER_FLAG_COUNTER))
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{
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@ -115,8 +115,8 @@ void DrawTargetBlip(VECTOR *pos, u_char r, u_char g, u_char b, int flags)
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{
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WorldToMultiplayerMap(pos, &vec);
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vec.vx += gMapXOffset;
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vec.vz += 96;
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vec.vx += map_minX;
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vec.vz += map_minY;
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}
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else if (flags & 0x8)
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{
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@ -300,7 +300,7 @@ void DrawPlayerDot(VECTOR *pos, short rot, u_char r, u_char g, u_char b, int fla
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WorldToMultiplayerMap(pos, &vec);
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vec.vx += gMapXOffset;
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vec.vz += 96;
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vec.vz += gMapYOffset;
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}
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else
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{
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@ -912,9 +912,9 @@ void InitOverheadMap(void)
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int tpage;
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if (NumPlayers > 1)
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gMapYOffset = (SCREEN_H - MAP_SIZE_H) / 2 - 2;// 96;
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gMapYOffset = (SCREEN_H - MAP_SIZE_H) / 2 - 2;
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else
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gMapYOffset = SCREEN_H - MAP_SIZE_H - 15; //181;
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gMapYOffset = SCREEN_H - MAP_SIZE_H - 15;
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if (gMultiplayerLevels)
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{
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