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Add damage flash toggle setting and fix map explored zone reveal
Persist damage_flash to settings.cfg; checkbox in Interface > Screen Effects. Fix world map fog: trust server exploration mask unconditionally when present, always reveal the current zone immediately regardless of server mask state.
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3 changed files with 22 additions and 5 deletions
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@ -752,7 +752,6 @@ void WorldMap::updateExploration(const glm::vec3& playerRenderPos) {
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return (serverExplorationMask[word] & (1u << (bitIndex % 32))) != 0;
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};
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bool markedAny = false;
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if (hasServerExplorationMask) {
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exploredZones.clear();
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for (int i = 0; i < static_cast<int>(zones.size()); i++) {
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@ -761,15 +760,19 @@ void WorldMap::updateExploration(const glm::vec3& playerRenderPos) {
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for (uint32_t bit : z.exploreBits) {
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if (isBitSet(bit)) {
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exploredZones.insert(i);
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markedAny = true;
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break;
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}
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}
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}
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// Always trust the server mask when available — even if empty (unexplored character).
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// Also reveal the zone the player is currently standing in so the map isn't pitch-black
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// the moment they first enter a new zone (the server bit arrives on the next update).
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int curZone = findZoneForPlayer(playerRenderPos);
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if (curZone >= 0) exploredZones.insert(curZone);
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return;
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}
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if (markedAny) return;
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// Server mask unavailable or empty — fall back to locally-accumulated position tracking.
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// Server mask unavailable — fall back to locally-accumulated position tracking.
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// Add the zone the player is currently in to the local set and display that.
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float wowX = playerRenderPos.y;
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float wowY = playerRenderPos.x;
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