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- Nam/WW2GI: use the console font for the generic message display.
The small font in these games is not usable because it is too small, too ugly and not extendable for localization.
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1 changed files with 8 additions and 2 deletions
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@ -79,6 +79,12 @@ CUSTOM_CVAR(Float, con_notifyscale, 1, CVAR_ARCHIVE)
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}
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static FFont* GetNotifyFont()
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{
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return generic_ui ? NewSmallFont : isWW2GI()? ConFont : SmallFont ? SmallFont : AlternativeSmallFont;
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}
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void FNotifyBuffer::AddString(int printlevel, FString source)
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{
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if (!(printlevel & PRINT_NOTIFY) && !con_notify_advanced) return;
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@ -93,7 +99,7 @@ void FNotifyBuffer::AddString(int printlevel, FString source)
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auto screenratio = ActiveRatio(screen->GetWidth(), screen->GetHeight());
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FFont* font = generic_ui ? NewSmallFont : SmallFont ? SmallFont : AlternativeSmallFont;
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FFont* font = GetNotifyFont();
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if (font == nullptr) return; // Without an initialized font we cannot handle the message (this is for those which come here before the font system is ready.)
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double fontscale = (generic_ui? 0.7 : NotifyFontScale) * con_notifyscale;
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@ -188,7 +194,7 @@ void FNotifyBuffer::Draw()
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bool canskip = true;
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FFont* font = generic_ui ? NewSmallFont : SmallFont? SmallFont : AlternativeSmallFont;
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FFont* font = GetNotifyFont();
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double nfscale = (generic_ui? 0.7 : NotifyFontScale);
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double scale = 1 / (nfscale * con_notifyscale);
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