diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp index 8d0042d0dc..7ff84e0d7a 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp @@ -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); 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. diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp index 68ed20d448..4faa82636c 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/Common/System/W3DRadar.cpp @@ -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.