Don't overlap ringslinger HUD

This commit is contained in:
Latapostrophe 2018-12-17 21:31:31 +01:00
parent 45aba493c7
commit ff957baae3

View file

@ -1325,14 +1325,13 @@ static void HU_drawMiniChat(void)
y = chaty - charheight*(msglines+1);
if (splitscreen)
/*if (splitscreen)
{
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
y += 16;
}
/*else
y -= (cv_kartspeedometer.value ? 16 : 0);*/
}*/
y -= (G_RingSlingerGametype() ? 16 : 0);
dx = 0;
dy = 0;
@ -1462,9 +1461,8 @@ static void HU_drawChatLog(INT32 offset)
y -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
y += 16;
}
else
y -= (cv_kartspeedometer.value ? 16 : 0);*/
}*/
y -= (G_RingSlingerGametype() ? 16 : 0);
// Unused SRB2KART splitscreen stuff. I'll leave it here in case it ever happens in Vanilla? (x2)
@ -1574,9 +1572,8 @@ static void HU_DrawChat(void)
y += 16;
boxw = max(64, boxw/2);
}
}
else
y -= (cv_kartspeedometer.value ? 16 : 0);*/
}*/
y -= (G_RingSlingerGametype() ? 16 : 0);
// More unused SRB2KART stuff.
@ -1669,9 +1666,8 @@ static void HU_DrawChat(void)
p_dispy -= BASEVIDHEIGHT/2;
if (splitscreen > 1)
p_dispy += 16;
}
else
p_dispy -= (cv_kartspeedometer.value ? 16 : 0);*/
}*/
y -= (G_RingSlingerGametype() ? 16 : 0);
// more kart leftovers.