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GetSoldierAboveGuyPositions:
- use max value so that animation and text do not overlap - lowered Y offset for crouched stance DrawSelectedUIAboveGuy: - reduce vertical gap if not showing health bars git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8805 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+17
-10
@@ -1537,14 +1537,18 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
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sMercScreenY -= sOffsetY;
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sMercScreenY -= sOffsetY;
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// Adjust based on stance
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// Adjust based on stance
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if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_NOMOVE_MARKER) )
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/*if ((gAnimControl[pSoldier->usAnimState].uiFlags & ANIM_NOMOVE_MARKER))
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{
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{
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ubAnimUseHeight = gAnimControl[pSoldier->usAnimState].ubHeight;
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ubAnimUseHeight = gAnimControl[pSoldier->usAnimState].ubHeight;
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}
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}
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else
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else
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{
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{
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ubAnimUseHeight = gAnimControl[pSoldier->usAnimState].ubEndHeight;
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ubAnimUseHeight = gAnimControl[pSoldier->usAnimState].ubEndHeight;
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}
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}*/
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// sevenfm: use max value so that animation and health string do not overlap
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ubAnimUseHeight = max(gAnimControl[pSoldier->usAnimState].ubEndHeight, gAnimControl[pSoldier->usAnimState].ubHeight);
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switch (ubAnimUseHeight)
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switch (ubAnimUseHeight)
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{
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{
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case ANIM_STAND:
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case ANIM_STAND:
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@@ -1555,7 +1559,9 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
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break;
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break;
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case ANIM_CROUCH:
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case ANIM_CROUCH:
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sStanceOffset = 10;
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//sStanceOffset = 10;
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// sevenfm: reduce gap between animation and text
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sStanceOffset = 15;
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break;
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break;
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}
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}
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@@ -1563,15 +1569,11 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
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switch (pSoldier->ubBodyType)
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switch (pSoldier->ubBodyType)
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{
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{
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case CROW:
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case CROW:
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sStanceOffset = 30;
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sStanceOffset = 30;
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break;
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break;
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case ROBOTNOWEAPON:
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case ROBOTNOWEAPON:
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sStanceOffset = 30;
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sStanceOffset = 30;
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break;
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break;
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}
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}
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// anv: passengers sit, but we want to display their names above vehicle
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// anv: passengers sit, but we want to display their names above vehicle
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@@ -1605,7 +1607,7 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
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*psY = sMercScreenY - sTextBodyTypeYOffset + sStanceOffset;
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*psY = sMercScreenY - sTextBodyTypeYOffset + sStanceOffset;
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// OK, Check if we need to go below....
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// OK, Check if we need to go below....
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// Can do this 1) if displaying damge or 2 ) above screen
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// Can do this 1) if displaying damage or 2 ) above screen
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// If not a radio position, adjust if we are getting hit, to be lower!
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// If not a radio position, adjust if we are getting hit, to be lower!
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// If we are getting hit, lower them!
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// If we are getting hit, lower them!
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@@ -1615,7 +1617,6 @@ void GetSoldierAboveGuyPositions( SOLDIERTYPE *pSoldier, INT16 *psX, INT16 *psY,
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*psY = sMercScreenY;
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*psY = sMercScreenY;
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}
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}
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}
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}
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}
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}
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else
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else
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{
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{
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@@ -1899,6 +1900,12 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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GetSoldierAboveGuyPositions( pVehicle, &sXPos, &sYPos, FALSE );
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GetSoldierAboveGuyPositions( pVehicle, &sXPos, &sYPos, FALSE );
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}
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}
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// sevenfm: reduce gap if not showing health bars
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if (!gGameExternalOptions.ubShowHealthBarsOnHead)
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{
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sYPos += 10;
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}
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// Display name
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// Display name
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SetFont( TINYFONT1 );
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontBackground( FONT_MCOLOR_BLACK );
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@@ -3534,7 +3541,7 @@ void DrawBarsInUIBox( SOLDIERTYPE *pSoldier , INT16 sXPos, INT16 sYPos, INT16 sW
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// Draw new size
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// Draw new size
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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// region rysowania barow nad najemnikiem
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// bar over merc drawing region
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, gsVIEWPORT_WINDOW_START_Y, SCREEN_WIDTH, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, gsVIEWPORT_WINDOW_START_Y, SCREEN_WIDTH, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
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// sevenfm: draw background for alt bar
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// sevenfm: draw background for alt bar
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