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tr2/inventory_ring/control: hide up arrow on health items
This hides the left up arrow when either medi pack type is selected in the inventory. Resolves #2180.
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4 changed files with 13 additions and 0 deletions
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@ -24,6 +24,7 @@
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- fixed looking forward too far causing an upside down camera frame (#1594)
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- fixed music not playing if triggered while the game is muted, but the volume is then increased (#2170)
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- fixed game FOV being interpreted as horizontal (#2002)
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- fixed the inventory up arrow at times overlapping the health bar (#2180)
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- fixed software renderer not applying underwater tint (#2066, regression from 0.7)
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- fixed some enemies not looking at Lara (#2080, regression from 0.6)
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- fixed the camera getting stuck at the start of Home Sweet Home (#2129, regression from 0.7)
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@ -106,6 +106,7 @@ game with new enhancements and features.
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- fixed distant rooms sometimes not appearing, causing the skybox to be visible when it shouldn't
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- fixed rendering problems on certain Intel GPUs
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- fixed bubbles spawning from flares if Lara is in shallow water
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- fixed the inventory up arrow at times overlapping the health bar
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- improved FMV mode behavior - stopped switching screen resolutions
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- improved vertex movement when looking through water portals
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- improved support for non-4:3 aspect ratios
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@ -743,6 +743,13 @@ static void M_RingNotActive(const INV_ITEM *const inv_item)
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default:
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break;
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}
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if (inv_item->object_id == O_SMALL_MEDIPACK_OPTION
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|| inv_item->object_id == O_LARGE_MEDIPACK_OPTION) {
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Text_Hide(m_UpArrow1, true);
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} else {
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Text_Hide(m_UpArrow1, false);
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}
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}
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static void M_RingActive(void)
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@ -53,6 +53,10 @@ void Text_DrawText(TEXTSTRING *const text)
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}
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text->flags.drawn = 1;
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if (text->flags.hide || text->glyphs == NULL) {
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return;
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}
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int32_t box_w = 0;
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int32_t box_h = 0;
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const int32_t scale_h = M_Scale(text->scale.h);
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