use radarpos.x instead of VIRTW when showing partial console
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3591 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -32,7 +32,7 @@ struct console : consolebuffer<cline>
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void render()
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{
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int conwidth = VIRTW*2 - 2*CONSPAD - (fullconsole ? 2 : 40)*FONTH/3;
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int conwidth = (fullconsole ? VIRTW : int(floor(getradarpos().x)))*2 - 2*CONSPAD - 2*FONTH/3;
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int h = VIRTH*2 - 2*CONSPAD - 2*FONTH/3;
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int conheight = min(fullconsole ? (h*(fullconsole==1 ? altconsize : fullconsize))/100 : FONTH*consize, h);
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@@ -507,6 +507,7 @@ extern void hudonlyf(const char *s, ...);
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extern void hudeditf(int type, const char *s, ...);
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extern void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2 = 0, const char *text2 = NULL);
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extern void updatedmgindicator(vec &attack);
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extern vec getradarpos();
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// renderparticles
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enum
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@@ -355,6 +355,13 @@ bool insideradar(const vec ¢erpos, float radius, const vec &o)
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bool isattacking(playerent *p) { return lastmillis-p->lastaction < 500; }
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vec getradarpos()
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{
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float radarviewsize = VIRTH/6;
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float overlaysize = radarviewsize*4.0f/3.25f;
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return vec(VIRTW-10-VIRTH/28-overlaysize, 10+VIRTH/52, 0);
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}
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void drawradar(playerent *p, int w, int h)
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{
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vec center = showmap ? vec(ssize/2, ssize/2, 0) : p->o;
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