Corrected Redeemer HUD behavior (Tint is reduced, HUD doesn't hide when guiding).
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b5a0c723fe
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2 changed files with 1 additions and 2 deletions
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@ -147,7 +147,6 @@ Class UTHud : BaseStatusBar
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override void Draw( int state, double TicFrac )
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override void Draw( int state, double TicFrac )
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{
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{
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Super.Draw(state,TicFrac);
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Super.Draw(state,TicFrac);
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if ( players[consoleplayer].camera is 'GuidedWarShell' ) return;
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HScale = Screen.GetWidth()/1280.;
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HScale = Screen.GetWidth()/1280.;
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switch ( CVar.GetCVar('flak_colorprefs',CPlayer).GetInt() )
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switch ( CVar.GetCVar('flak_colorprefs',CPlayer).GetInt() )
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{
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{
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@ -484,7 +484,7 @@ Class RedeemerHUD : HUDMessageBase
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override void Draw( int bottom, int visibility )
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override void Draw( int bottom, int visibility )
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{
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{
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if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
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if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
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Screen.Dim("Red",0.5,0,0,Screen.GetWidth(),Screen.GetHeight());
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Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
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// shootable targetting
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// shootable targetting
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if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() )
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if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() )
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{
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{
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