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- made some adjustments so that the BigFont works as intended.
The auto-calculated height of 24 is too tall, this requires a manual setting here. Also fix the space calculations for the "finished" graphic.
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2 changed files with 6 additions and 2 deletions
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@ -46,7 +46,7 @@ class StatusScreen abstract play version("2.5")
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enum EValues
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enum EValues
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{
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{
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// GLOBAL LOCATIONS
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// GLOBAL LOCATIONS
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TITLEY = 2,
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TITLEY = 5,
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// SINGPLE-PLAYER STUFF
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// SINGPLE-PLAYER STUFF
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SP_STATSX = 50,
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SP_STATSX = 50,
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@ -225,7 +225,9 @@ class StatusScreen abstract play version("2.5")
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y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4;
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y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4;
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// draw "Finished!"
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// draw "Finished!"
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if (y < (NG_STATSY - finished.mFont.GetHeight()*3/4) * CleanYfac)
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int statsy = multiplayer? NG_STATSY : SP_STATSY * CleanYFac;
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if (y < (statsy - finished.mFont.GetHeight()*3/4) * CleanYfac)
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{
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{
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// don't draw 'finished' if the level name is too tall
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// don't draw 'finished' if the level name is too tall
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y = DrawPatchText(y, finished, "$WI_FINISHED");
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y = DrawPatchText(y, finished, "$WI_FINISHED");
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@ -1 +1,3 @@
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Kerning -1
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Kerning -1
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FontHeight 16
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