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Merge pull request #468 from josephcsible/orb-treasure-gap
Add a setting for a gap between orbs and treasures
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@@ -1232,6 +1232,11 @@ EX void initConfig() {
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{"icons", ""},
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}, "orb display mode", 'o');
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param_b(orb_treasure_gap, "orb_treasure_gap", false)
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->editable("gap between orbs and treasures", 'G')
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-> help("If set, a gap row will be left between orbs and treasures in the HUD")
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-> set_reaction([] { vid.killreduction = 0; });
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param_b(less_in_landscape, "less_in_landscape", false)
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->editable("less items/kills in landscape", 'L')
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-> help("If set, only the important items and kills will be shown")
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@@ -2572,6 +2577,7 @@ EX void configureInterface() {
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if(hr_hud_enabled) {
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add_edit(glyphsortorder);
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add_edit(vid.graphglyph);
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add_edit(orb_treasure_gap);
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add_edit(less_in_landscape);
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add_edit(less_in_portrait);
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add_edit(display_yasc_codes);
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3
hud.cpp
3
hud.cpp
@@ -487,7 +487,7 @@ EX void draw_crosshair() {
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return;
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}
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EX bool less_in_portrait, less_in_landscape;
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EX bool less_in_portrait, less_in_landscape, orb_treasure_gap;
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EX string mode_description() {
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string md;
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@@ -655,6 +655,7 @@ EX void drawStats() {
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rows = rowspace / buttonsize; if(!rows) return;
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int coltaken = 0;
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for(int z=0; z<4; z++) {
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if(z == 1 && orb_treasure_gap) coltaken++;
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if(z == 2 && !portrait) {
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if(coltaken > columns) { vid.killreduction++; continue; }
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coltaken = 0;
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