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Switch flipme script command to use flipme textbox attribute
This is why the text box attribute was named flipme, after all. You may have noticed that the flipme command inverts textflipme instead of simply setting it to true. Well, that's because it should be the same as the previous behavior, which was essentially to invert it instead of setting it to true - i.e. calling flipme twice would keep the original text box position in Flip Mode, which means it would be upside-down (this is a lot of flipping to keep track of...) - because flipme added to texty in-place instead of simply assigning to it. (It did the calculation incorrectly in 2.2 and previous, but I digress.) Similarly, textflipme is not reset in hardreset(), because none of the other script text box variables are reset either.
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2 changed files with 5 additions and 2 deletions
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@ -30,6 +30,7 @@ scriptclass::scriptclass(void)
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r = 0;
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r = 0;
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textx = 0;
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textx = 0;
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texty = 0;
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texty = 0;
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textflipme = false;
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}
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}
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void scriptclass::clearcustom(void)
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void scriptclass::clearcustom(void)
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@ -624,7 +625,7 @@ void scriptclass::run(void)
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}
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}
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else if (words[0] == "flipme")
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else if (words[0] == "flipme")
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{
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{
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if(graphics.flipmode) texty += 2*(120 - texty) - 8*(txt.size()+2);
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textflipme = !textflipme;
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}
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}
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else if (words[0] == "speak_active" || words[0] == "speak")
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else if (words[0] == "speak_active" || words[0] == "speak")
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{
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{
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@ -634,7 +635,8 @@ void scriptclass::run(void)
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{
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{
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txt.resize(1);
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txt.resize(1);
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}
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}
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graphics.createtextbox(txt[0], textx, texty, r, g, b);
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graphics.createtextboxreal(txt[0], textx, texty, r, g, b, textflipme);
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textflipme = false;
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if ((int) txt.size() > 1)
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if ((int) txt.size() > 1)
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{
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{
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for (i = 1; i < (int) txt.size(); i++)
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for (i = 1; i < (int) txt.size(); i++)
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@ -60,6 +60,7 @@ public:
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int textx;
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int textx;
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int texty;
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int texty;
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int r,g,b;
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int r,g,b;
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bool textflipme;
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//Misc
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//Misc
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int i, j, k;
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int i, j, k;
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