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@ -23,9 +23,9 @@
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/** Container for all information about a text effect */
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struct TextEffect : public ViewportSign{
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StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
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uint16 duration; ///< How long the text effect should stay
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uint64 params_1; ///< DParam parameter
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StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
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uint8 duration; ///< How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
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TextEffectMode mode; ///< Type of text effect
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/** Reset the text effect */
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@ -40,7 +40,7 @@ struct TextEffect : public ViewportSign{
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static SmallVector<struct TextEffect, 32> _text_effects; ///< Text effects are stored there
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/* Text Effects */
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TextEffectID AddTextEffect(StringID msg, int center, int y, uint16 duration, TextEffectMode mode)
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TextEffectID AddTextEffect(StringID msg, int center, int y, uint8 duration, TextEffectMode mode)
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{
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if (_game_mode == GM_MENU) return INVALID_TE_ID;
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@ -80,28 +80,24 @@ void RemoveTextEffect(TextEffectID te_id)
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_text_effects[te_id].Reset();
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}
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static void MoveTextEffect(TextEffect *te)
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void MoveAllTextEffects()
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{
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/* Never expire for duration of 0xFFFF */
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if (te->duration == 0xFFFF) return;
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if (te->duration < 8) {
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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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if (te->string_id == INVALID_STRING_ID) continue;
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if (te->mode != TE_RISING) continue;
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if (te->duration-- == 0) {
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te->Reset();
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} else {
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te->duration -= 8;
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continue;
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}
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te->MarkDirty();
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te->top--;
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te->MarkDirty();
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}
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}
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void MoveAllTextEffects()
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{
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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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if (te->string_id != INVALID_STRING_ID && te->mode == TE_RISING) MoveTextEffect(te);
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}
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}
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void InitTextEffects()
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{
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_text_effects.Reset();
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