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- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
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2 changed files with 10 additions and 1 deletions
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@ -588,6 +588,13 @@ DEFINE_ACTION_FUNCTION(DBaseStatusBar, BeginHUD)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DBaseStatusBar, UpdateScreenGeometry)
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{
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PARAM_SELF_PROLOGUE(DBaseStatusBar);
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setsizeneeded = true;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC AttachToPlayer
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@ -318,6 +318,8 @@ class BaseStatusBar native ui
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native void BeginStatusBar(bool forceScaled = false, int resW = -1, int resH = -1, int rel = -1);
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native void BeginHUD(double Alpha = 1., bool forcescaled = false, int resW = -1, int resH = -1);
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native void UpdateScreenGeometry();
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virtual void Init()
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{
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mSmallFont = HUDFont.Create("SmallFont");
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@ -330,7 +332,7 @@ class BaseStatusBar native ui
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native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);
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virtual void FlashItem (class<Inventory> itemtype) { artiflashTick = 4; itemflashFade = 0.75; }
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virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; }
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virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; UpdateScreenGeometry(); }
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virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
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virtual void NewGame () { if (CPlayer != null) AttachToPlayer(CPlayer); }
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virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
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