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Hide Vehicle/Zone name during Wasted/Busted...
Fixed little mistake in my latest commit.
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@ -305,9 +305,11 @@ ScaleAndCenterX(float x)
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} while(0)
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#define ProcessRadioIcon(sprite, x, y, radioId, hoverOpt) \
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sprite.Draw(x, y, MENU_X(MENURADIO_ICON_SCALE), MENU_Y(MENURADIO_ICON_SCALE), radioId == m_PrefsRadioStation ? CRGBA(255, 255, 255, 255) : CRGBA(225, 0, 0, 170)); \
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if (CheckHover(x, x + MENU_X(MENURADIO_ICON_SCALE), y, y + MENU_Y(MENURADIO_ICON_SCALE))) \
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m_nHoverOption = hoverOpt;
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do { \
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sprite.Draw(x, y, MENU_X(MENURADIO_ICON_SCALE), MENU_Y(MENURADIO_ICON_SCALE), radioId == m_PrefsRadioStation ? CRGBA(255, 255, 255, 255) : CRGBA(225, 0, 0, 170)); \
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if (CheckHover(x, x + MENU_X(MENURADIO_ICON_SCALE), y, y + MENU_Y(MENURADIO_ICON_SCALE))) \
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m_nHoverOption = hoverOpt; \
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} while (0)
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// --- Functions not in the game/inlined starts
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@ -208,6 +208,7 @@ enum Config {
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#define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
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#define TRIANGLE_BACK_BUTTON
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// #define CIRCLE_BACK_BUTTON
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// Script
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#define USE_DEBUG_SCRIPT_LOADER // makes game load main_freeroam.scm by default
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@ -473,7 +473,12 @@ void CHud::Draw()
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break;
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}
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#ifndef HUD_ENHANCEMENTS
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if (!m_Message[0]) {
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#else
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if (!m_Message[0] && !m_BigMessage[2][0]) { // Hide zone name if wasted/busted text is displaying
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#endif
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m_ZoneNameTimer += CTimer::GetTimeStepInMilliseconds();
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CFont::SetJustifyOff();
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CFont::SetPropOn();
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@ -563,7 +568,11 @@ void CHud::Draw()
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break;
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}
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#ifndef HUD_ENHANCEMENTS
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if (!m_Message[0]) {
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#else
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if (!m_Message[0] && !m_BigMessage[2][0]) { // Hide vehicle name if wasted/busted text is displaying
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#endif
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m_VehicleNameTimer += CTimer::GetTimeStepInMilliseconds();
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CFont::SetJustifyOff();
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CFont::SetPropOn();
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