From b935218dc2674189bfde1e74b42dde21cb35518a Mon Sep 17 00:00:00 2001 From: "alexey.lysiuk" Date: Tue, 16 Jul 2019 11:37:41 +0300 Subject: [PATCH] - fixed: subtitles background renains visible on new game https://forum.zdoom.org/viewtopic.php?t=65366 --- src/g_statusbar/shared_sbar.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/g_statusbar/shared_sbar.cpp b/src/g_statusbar/shared_sbar.cpp index 539b324645..e7687b9817 100644 --- a/src/g_statusbar/shared_sbar.cpp +++ b/src/g_statusbar/shared_sbar.cpp @@ -1220,8 +1220,9 @@ void DBaseStatusBar::CallDraw(EHudState state, double ticFrac) void DBaseStatusBar::DrawLog () { int hudwidth, hudheight; + const FString & text = (inter_subtitles && CPlayer->SubtitleCounter) ? CPlayer->SubtitleText : CPlayer->LogText; - if (CPlayer->LogText.IsNotEmpty()) + if (text.IsNotEmpty()) { // This uses the same scaling as regular HUD messages auto scale = active_con_scaletext(generic_ui); @@ -1230,7 +1231,6 @@ void DBaseStatusBar::DrawLog () FFont *font = C_GetDefaultHUDFont(); int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560; - const FString & text = (inter_subtitles && CPlayer->SubtitleCounter) ? CPlayer->SubtitleText : CPlayer->LogText; auto lines = V_BreakLines (font, linelen, text[0] == '$'? GStrings(text.GetChars()+1) : text.GetChars()); int height = 20;