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>
This commit is contained in:
bors[bot] 2021-06-02 22:01:57 +00:00 committed by GitHub
commit fef200c386
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@ -916,7 +916,7 @@ void CMenus::RenderSettingsControls(CUIRect MainView)
// movement settings // movement settings
{ {
MovementSettings.VMargin(5.0f, &MovementSettings); MovementSettings.VMargin(5.0f, &MovementSettings);
MovementSettings.HSplitTop(490.0f, &MovementSettings, &WeaponSettings); MovementSettings.HSplitTop(445.0f, &MovementSettings, &WeaponSettings);
RenderTools()->DrawUIRect(&MovementSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f); RenderTools()->DrawUIRect(&MovementSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f);
MovementSettings.VMargin(10.0f, &MovementSettings); MovementSettings.VMargin(10.0f, &MovementSettings);
@ -950,20 +950,20 @@ void CMenus::RenderSettingsControls(CUIRect MainView)
MovementSettings.HSplitTop(20.0f, 0, &MovementSettings); MovementSettings.HSplitTop(20.0f, 0, &MovementSettings);
} }
UiDoGetButtons(0, 17, MovementSettings, MainView); UiDoGetButtons(0, 15, MovementSettings, MainView);
} }
// weapon settings // weapon settings
{ {
WeaponSettings.HSplitTop(10.0f, 0, &WeaponSettings); WeaponSettings.HSplitTop(10.0f, 0, &WeaponSettings);
WeaponSettings.HSplitTop(145.0f, &WeaponSettings, &ResetButton); WeaponSettings.HSplitTop(190.0f, &WeaponSettings, &ResetButton);
RenderTools()->DrawUIRect(&WeaponSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f); RenderTools()->DrawUIRect(&WeaponSettings, ColorRGBA(1, 1, 1, 0.25f), CUI::CORNER_ALL, 10.0f);
WeaponSettings.VMargin(10.0f, &WeaponSettings); WeaponSettings.VMargin(10.0f, &WeaponSettings);
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); 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);
WeaponSettings.HSplitTop(14.0f + 5.0f + 10.0f, 0, &WeaponSettings); WeaponSettings.HSplitTop(14.0f + 5.0f + 10.0f, 0, &WeaponSettings);
UiDoGetButtons(17, 22, WeaponSettings, MainView); UiDoGetButtons(15, 22, WeaponSettings, MainView);
} }
// defaults // defaults