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HUD: shift input display up to make room for boss bar
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1 changed files with 13 additions and 0 deletions
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@ -53,6 +53,7 @@
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#include "g_input.h"
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#include "g_input.h"
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#include "k_dialogue.h"
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#include "k_dialogue.h"
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#include "f_finale.h"
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#include "f_finale.h"
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#include "m_easing.h"
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//{ Patch Definitions
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//{ Patch Definitions
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static patch_t *kp_nodraw;
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static patch_t *kp_nodraw;
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@ -5249,6 +5250,18 @@ static void K_drawInput(void)
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fixed_t slide = K_GetDialogueSlide(FRACUNIT);
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fixed_t slide = K_GetDialogueSlide(FRACUNIT);
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if (slide)
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if (slide)
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flags &= ~(V_SNAPTORIGHT); // don't draw underneath the dialogue box in non-green resolutions
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flags &= ~(V_SNAPTORIGHT); // don't draw underneath the dialogue box in non-green resolutions
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// Move above the boss health bar.
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// TODO: boss HUD only works in 1P, so this only works in 1P too.
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if (LUA_HudEnabled(hud_position) && bossinfo.valid)
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{
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constexpr tic_t kDelay = 2u;
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// See K_drawBossHealthBar
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tic_t start = lt_endtime - 1u;
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tic_t t = std::clamp(lt_ticker, start, start + kDelay) - start;
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def[0][1] -= 24 + Easing_Linear(t * FRACUNIT / kDelay, 0, 7);
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}
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K_DrawInputDisplay(
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K_DrawInputDisplay(
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def[k][0] - FixedToFloat(34 * slide),
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def[k][0] - FixedToFloat(34 * slide),
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def[k][1] - FixedToFloat(51 * slide),
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def[k][1] - FixedToFloat(51 * slide),
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