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Show WANTED and minimap in battle splits even when p1 is nuked.
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parent
88de3546a5
commit
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1 changed files with 7 additions and 11 deletions
16
src/k_kart.c
16
src/k_kart.c
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@ -8348,14 +8348,6 @@ void K_drawKartHUD(void)
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|| ((splitscreen > 2 && stplyr == &players[fourthdisplayplayer]) && !camera4.chase))
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|| ((splitscreen > 2 && stplyr == &players[fourthdisplayplayer]) && !camera4.chase))
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K_drawKartFirstPerson();
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K_drawKartFirstPerson();
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/* if (splitscreen == 2) // Player 4 in 3P is the minimap :p
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{
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#ifdef HAVE_BLUA
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if (LUA_HudEnabled(hud_minimap))
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#endif
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K_drawKartMinimap();
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}*/
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// Draw full screen stuff that turns off the rest of the HUD
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// Draw full screen stuff that turns off the rest of the HUD
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if (mapreset && stplyr == &players[displayplayer])
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if (mapreset && stplyr == &players[displayplayer])
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{
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{
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@ -8371,7 +8363,9 @@ void K_drawKartHUD(void)
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&& stplyr->playerstate == PST_LIVE)))
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&& stplyr->playerstate == PST_LIVE)))
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{
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{
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K_drawBattleFullscreen();
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K_drawBattleFullscreen();
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if (!splitscreen)
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return;
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return;
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isfreeplay = true; // variable reuse, since isfreeplay will not be otherwise set until after everything we want to happen
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}
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}
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// Draw the CHECK indicator before the other items, so it's overlapped by everything else
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// Draw the CHECK indicator before the other items, so it's overlapped by everything else
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@ -8392,10 +8386,12 @@ void K_drawKartHUD(void)
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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if (LUA_HudEnabled(hud_minimap))
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if (LUA_HudEnabled(hud_minimap))
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#endif
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#endif
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K_drawKartMinimap(); // 3P splitscreen is handled above
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K_drawKartMinimap();
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}
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}
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if (isfreeplay)
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return;
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// Draw the item window
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// Draw the item window
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#ifdef HAVE_BLUA
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#ifdef HAVE_BLUA
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if (LUA_HudEnabled(hud_item))
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if (LUA_HudEnabled(hud_item))
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