{"action":"opened","issue":{"url":"https://api.github.com/repos/zunath/SWLOR_NWN/issues/253","repository_url":"https://api.github.com/repos/zunath/SWLOR_NWN","labels_url":"https://api.github.com/repos/zunath/SWLOR_NWN/issues/253/labels{/name}","comments_url":"https://api.github.com/repos/zunath/SWLOR_NWN/issues/253/comments","events_url":"https://api.github.com/repos/zunath/SWLOR_NWN/issues/253/events","html_url":"https://github.com/zunath/SWLOR_NWN/issues/253","id":372393036,"node_id":"MDU6SXNzdWUzNzIzOTMwMzY=","number":253,"title":"Implement \"hide map\" functionality on a per-area basis","user":{"login":"zunath","id":3136227,"node_id":"MDQ6VXNlcjMxMzYyMjc=","avatar_url":"https://avatars0.githubusercontent.com/u/3136227?v=4","gravatar_id":"","url":"https://api.github.com/users/zunath","html_url":"https://github.com/zunath","followers_url":"https://api.github.com/users/zunath/followers","following_url":"https://api.github.com/users/zunath/following{/other_user}","gists_url":"https://api.github.com/users/zunath/gists{/gist_id}","starred_url":"https://api.github.com/users/zunath/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/zunath/subscriptions","organizations_url":"https://api.github.com/users/zunath/orgs","repos_url":"https://api.github.com/users/zunath/repos","events_url":"https://api.github.com/users/zunath/events{/privacy}","received_events_url":"https://api.github.com/users/zunath/received_events","type":"User","site_admin":false},"labels":[{"id":1041822175,"node_id":"MDU6TGFiZWwxMDQxODIyMTc1","url":"https://api.github.com/repos/zunath/SWLOR_NWN/labels/enhancement","name":"enhancement","color":"a2eeef","default":true}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2018-10-22T04:42:58Z","updated_at":"2018-10-22T04:42:58Z","closed_at":null,"author_association":"OWNER","body":"Xephnin gave us this script to hide the map for certain areas.\r\n\r\nDo a C# implementation for something like this. Preferably one that doesn't iterate over every object in the area.\r\n```\r\n\r\nvoid main()\r\n{\r\n    object oTarget = GetFirstObjectInArea(OBJECT_SELF);\r\n    while (oTarget != OBJECT_INVALID)\r\n    {\r\n        if (GetIsPC(oTarget))\r\n            ExploreAreaForPlayer(OBJECT_SELF,oTarget,FALSE);\r\n        oTarget = GetNextObjectInArea(OBJECT_SELF);\r\n    }\r\n}\r\n\r\n```"}}
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