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authorSergeanur <s.anureev@yandex.ua>2020-08-14 16:34:04 +0200
committerSergeanur <s.anureev@yandex.ua>2020-08-14 16:34:04 +0200
commit489743da419b0da842e82dc6d430f6f3d8752055 (patch)
tree6797489801334caedd99b310c657d5b4f6b52e21 /src/control/Darkel.cpp
parentMove stuff to vendor (diff)
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Diffstat (limited to '')
-rw-r--r--src/control/Darkel.cpp16
1 files changed, 11 insertions, 5 deletions
diff --git a/src/control/Darkel.cpp b/src/control/Darkel.cpp
index cfd58340..02627f33 100644
--- a/src/control/Darkel.cpp
+++ b/src/control/Darkel.cpp
@@ -30,9 +30,9 @@ int8 CDarkel::InterruptedWeapon;
* makes game handle sounds & messages instead of SCM (just like in GTA2)
* but it's never been used in the game. Has unused sliding text when frenzy completed etc.
*/
-int8 CDarkel::bStandardSoundAndMessages;
-int8 CDarkel::bNeedHeadShot;
-int8 CDarkel::bProperKillFrenzy;
+bool CDarkel::bStandardSoundAndMessages;
+bool CDarkel::bNeedHeadShot;
+bool CDarkel::bProperKillFrenzy;
uint16 CDarkel::Status;
uint16 CDarkel::RegisteredKills[NUM_DEFAULT_MODELS];
int32 CDarkel::ModelToKill;
@@ -108,9 +108,15 @@ CDarkel::DrawMessages()
sprintf(gString, "%d", (CDarkel::KillsNeeded >= 0 ? CDarkel::KillsNeeded : 0));
AsciiToUnicode(gString, gUString);
CFont::SetColor(CRGBA(0, 0, 0, 255));
- CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(144.0f), gUString);
+#ifdef FIX_BUGS
+#define DARKEL_COUNTER_HEIGHT 143.0f
+#else
+#define DARKEL_COUNTER_HEIGHT 128.0f
+#endif
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(DARKEL_COUNTER_HEIGHT + 1.0f), gUString);
CFont::SetColor(CRGBA(255, 128, 128, 255));
- CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(34.0f), SCREEN_SCALE_Y(143.0f), gUString);
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(34.0f), SCREEN_SCALE_Y(DARKEL_COUNTER_HEIGHT), gUString);
+#undef DARKEL_COUNTER_HEIGHT
break;
}
case KILLFRENZY_PASSED: