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Original file line number Diff line number Diff line change
Expand Up @@ -654,13 +654,16 @@ void W3DRadar::renderObjectList( const RadarObject *listHead, TextureClass *text

for( const RadarObject *rObj = listHead; rObj; rObj = rObj->friend_getNext() )
{
// get object
const Object *obj = rObj->friend_getObject();

// TheSuperHackers @bugfix arcticdolphin 07/11/2025 Keep hero icon during hidden exit frames
if (calcHero && rObj->isTemporarilyHidden() && obj->isHero())
m_cachedHeroObjectList.push_back(obj);
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@xezon xezon Nov 7, 2025

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My first impression is that this is a hack fix.


if (rObj->isTemporarilyHidden())
continue;

// get object
const Object *obj = rObj->friend_getObject();

// check for shrouded status
if (obj->getShroudedStatus(playerIndex) > OBJECTSHROUD_PARTIAL_CLEAR)
continue; //object is fogged or shrouded, don't render it.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -652,13 +652,16 @@ void W3DRadar::renderObjectList( const RadarObject *listHead, TextureClass *text

for( const RadarObject *rObj = listHead; rObj; rObj = rObj->friend_getNext() )
{
// get object
const Object *obj = rObj->friend_getObject();

// TheSuperHackers @bugfix arcticdolphin 07/11/2025 Keep hero icon during hidden exit frames
if (calcHero && rObj->isTemporarilyHidden() && obj->isHero())
m_cachedHeroObjectList.push_back(obj);

if (rObj->isTemporarilyHidden())
continue;

// get object
const Object *obj = rObj->friend_getObject();

// check for shrouded status
if (obj->getShroudedStatus(playerIndex) > OBJECTSHROUD_PARTIAL_CLEAR)
continue; //object is fogged or shrouded, don't render it.
Expand Down
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