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Merge #3874
3874: Move hammer and pistol weapons (fixes #3872) r=Jupeyy a=def- ![screenshot-20210602@122751](https://user-images.githubusercontent.com/2335377/120465240-0ae59800-c39e-11eb-914d-ac07776487fd.png) ## Checklist - [x] Tested the change ingame - [x] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: def <dennis@felsin9.de>
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commit
fef200c386
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@ -916,7 +916,7 @@ void CMenus::RenderSettingsControls(CUIRect MainView)
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// movement settings
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// movement settings
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{
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{
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MovementSettings.VMargin(5.0f, &MovementSettings);
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MovementSettings.VMargin(5.0f, &MovementSettings);
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MovementSettings.HSplitTop(490.0f, &MovementSettings, &WeaponSettings);
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MovementSettings.HSplitTop(445.0f, &MovementSettings, &WeaponSettings);
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RenderTools()->DrawUIRect(&MovementSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f);
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RenderTools()->DrawUIRect(&MovementSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f);
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MovementSettings.VMargin(10.0f, &MovementSettings);
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MovementSettings.VMargin(10.0f, &MovementSettings);
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@ -950,20 +950,20 @@ void CMenus::RenderSettingsControls(CUIRect MainView)
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MovementSettings.HSplitTop(20.0f, 0, &MovementSettings);
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MovementSettings.HSplitTop(20.0f, 0, &MovementSettings);
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}
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}
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UiDoGetButtons(0, 17, MovementSettings, MainView);
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UiDoGetButtons(0, 15, MovementSettings, MainView);
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}
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}
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// weapon settings
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// weapon settings
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{
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{
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WeaponSettings.HSplitTop(10.0f, 0, &WeaponSettings);
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WeaponSettings.HSplitTop(10.0f, 0, &WeaponSettings);
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WeaponSettings.HSplitTop(145.0f, &WeaponSettings, &ResetButton);
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WeaponSettings.HSplitTop(190.0f, &WeaponSettings, &ResetButton);
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RenderTools()->DrawUIRect(&WeaponSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f);
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RenderTools()->DrawUIRect(&WeaponSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f);
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WeaponSettings.VMargin(10.0f, &WeaponSettings);
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WeaponSettings.VMargin(10.0f, &WeaponSettings);
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TextRender()->Text(0, WeaponSettings.x, WeaponSettings.y + (14.0f + 5.0f + 10.0f - 14.0f * UI()->Scale()) / 2.f, 14.0f * UI()->Scale(), Localize("Weapon"), -1.0f);
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TextRender()->Text(0, WeaponSettings.x, WeaponSettings.y + (14.0f + 5.0f + 10.0f - 14.0f * UI()->Scale()) / 2.f, 14.0f * UI()->Scale(), Localize("Weapon"), -1.0f);
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WeaponSettings.HSplitTop(14.0f + 5.0f + 10.0f, 0, &WeaponSettings);
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WeaponSettings.HSplitTop(14.0f + 5.0f + 10.0f, 0, &WeaponSettings);
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UiDoGetButtons(17, 22, WeaponSettings, MainView);
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UiDoGetButtons(15, 22, WeaponSettings, MainView);
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}
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}
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// defaults
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// defaults
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