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fixed the dice layering issue
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20e44ef18c
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@ -1181,6 +1181,9 @@ EX namespace dice {
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return;
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}
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/* priority used for dice */
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const auto prio = PPR::BIGSTATUE;
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eGeometry orig = geometry;
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bool fpp = GDIM == 3;
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@ -1387,7 +1390,7 @@ EX namespace dice {
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cy = face[1] - (face[3] + face[4]) * .4;
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}
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queuecurve(V1, 0xFFFFFFFF, color & 0xFFFFFF9F, PPR::WALL);
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queuecurve(V1, 0xFFFFFFFF, color & 0xFFFFFF9F, prio);
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#if !CAP_EXTFONT
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if(!vid.usingGL) continue;
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@ -1409,7 +1412,7 @@ EX namespace dice {
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cx = (face[j2] - face[j]) / 2;
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cy = face[j1] - (face[j] + face[j2]) / 4;
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}
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write_in_space(V1, max_glfont_size, -1.2, its(1+dw->sides[q][j]), 0xFFFFFFFF, 0, 8, PPR::WALL, pf);
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write_in_space(V1, max_glfont_size, -1.2, its(1+dw->sides[q][j]), 0xFFFFFFFF, 0, 8, prio, pf);
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}
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}
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else {
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@ -1418,7 +1421,7 @@ EX namespace dice {
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if(fid == 6) s = "6.";
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else if(fid == 9) s = "9.";
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else s = its(fid);
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write_in_space(V1, max_glfont_size, dw->faces < 10 ? -1.2 : -.75, s, 0xFFFFFFFF, 0, 8, PPR::WALL, pf);
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write_in_space(V1, max_glfont_size, dw->faces < 10 ? -1.2 : -.75, s, 0xFFFFFFFF, 0, 8, prio, pf);
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}
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#endif
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#endif
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