Remove CHAT_MIN_RANGE
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c6e557a557
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@ -41,9 +41,7 @@ window.chat._oldBBox = null;
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window.chat.genPostData = function(isFaction, storageHash, getOlderMsgs) {
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window.chat.genPostData = function(isFaction, storageHash, getOlderMsgs) {
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if(typeof isFaction !== 'boolean') throw('Need to know if public or faction chat.');
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if(typeof isFaction !== 'boolean') throw('Need to know if public or faction chat.');
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// get window bounds, and extend to the minimum chat radius
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var b = map.getBounds();
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chat._localRangeCircle.setLatLng(map.getCenter());
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var b = map.getBounds().extend(chat._localRangeCircle.getBounds());
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// set a current bounding box if none set so far
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// set a current bounding box if none set so far
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if (!chat._oldBBox) chat._oldBBox = b;
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if (!chat._oldBBox) chat._oldBBox = b;
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@ -574,8 +572,6 @@ window.chat.keepScrollPosition = function(box, scrollBefore, isOldMsgs) {
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//
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//
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window.chat.setup = function() {
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window.chat.setup = function() {
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window.chat._localRangeCircle = L.circle(map.getCenter(), CHAT_MIN_RANGE*1000);
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if (localStorage['iitc-chat-tab']) {
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if (localStorage['iitc-chat-tab']) {
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var t = $('<a>'+localStorage['iitc-chat-tab']+'</a>');
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var t = $('<a>'+localStorage['iitc-chat-tab']+'</a>');
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window.chat.chooseAnchor(t);
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window.chat.chooseAnchor(t);
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4
main.js
4
main.js
@ -142,10 +142,6 @@ window.MAX_IDLE_TIME = 4*60; // stop updating map after 4min idling
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window.PRECACHE_PLAYER_NAMES_ZOOM = 17; // zoom level to start pre-resolving player names
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window.PRECACHE_PLAYER_NAMES_ZOOM = 17; // zoom level to start pre-resolving player names
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window.HIDDEN_SCROLLBAR_ASSUMED_WIDTH = 20;
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window.HIDDEN_SCROLLBAR_ASSUMED_WIDTH = 20;
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window.SIDEBAR_WIDTH = 300;
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window.SIDEBAR_WIDTH = 300;
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// chat messages are requested for the visible viewport. On high zoom
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// levels this gets pretty pointless, so request messages in at least a
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// X km radius.
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window.CHAT_MIN_RANGE = 6;
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// this controls how far data is being drawn outside the viewport. Set
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// this controls how far data is being drawn outside the viewport. Set
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// it 0 to only draw entities that intersect the current view. A value
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// it 0 to only draw entities that intersect the current view. A value
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// of one will render an area twice the size of the viewport (or some-
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// of one will render an area twice the size of the viewport (or some-
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