- reimplemented the position display, but changed its position a bit upward.
- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
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6 changed files with 38 additions and 50 deletions
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@ -61,6 +61,7 @@
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#include "p_acs.h"
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#include "r_data/r_translate.h"
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#include "sbarinfo.h"
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#include "events.h"
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#include "../version.h"
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@ -975,7 +976,14 @@ void DBaseStatusBar::Draw (EHudState state)
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}
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if (idmypos)
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{ // Draw current coordinates
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{
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// Draw current coordinates
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IFVIRTUAL(DBaseStatusBar, DrawMyPos)
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{
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VMValue params[] = { (DObject*)this };
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GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
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}
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V_SetBorderNeedRefresh();
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}
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if (viewactive)
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@ -1150,6 +1158,8 @@ void DBaseStatusBar::DrawTopStuff (EHudState state)
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DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT);
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}
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DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT);
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E_RenderOverlay(state);
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DrawConsistancy ();
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DrawWaiting ();
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if (ShowLog && MustDrawLog(state)) DrawLog ();
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