Fix bullet offsets. Division by two integers instead of a float and an integer causing incorrect rendering positions. Change damage number color to include a background color. Release Build 10176.
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2907fc9865
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8abb9e64af
@ -1990,11 +1990,11 @@ void AiL::RenderHud(){
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switch(dn->type){
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switch(dn->type){
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case HEALTH_LOSS:{
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case HEALTH_LOSS:{
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std::string text=std::to_string(dn->damage);
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std::string text=std::to_string(dn->damage);
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DrawDamageNumber(NumberScalesWithDamage,text,{DARK_RED,VERY_DARK_RED},{RED,VERY_DARK_GREY});
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DrawDamageNumber(NumberScalesWithDamage,text,{DARK_RED,{255,160,160}},{RED,VERY_DARK_GREY});
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}break;
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}break;
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case HEALTH_GAIN:{
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case HEALTH_GAIN:{
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std::string text="+"+std::to_string(dn->damage);
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std::string text="+"+std::to_string(dn->damage);
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DrawDamageNumber(NormalNumber,text,{DARK_GREEN,VERY_DARK_GREEN},{GREEN,VERY_DARK_GREY});
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DrawDamageNumber(NormalNumber,text,{DARK_GREEN,BLACK},{GREEN,VERY_DARK_GREY});
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}break;
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}break;
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case MANA_GAIN:{
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case MANA_GAIN:{
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std::string text="+"+std::to_string(dn->damage);
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std::string text="+"+std::to_string(dn->damage);
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@ -182,8 +182,8 @@ void Bullet::Draw(const Pixel blendCol)const{
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if(animated){
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if(animated){
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2+image_angle:image_angle,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,scale,blendCol);
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2+image_angle:image_angle,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,scale,blendCol);
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}else{
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}else{
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY-GFX["circle.png"].Sprite()->Size()*scale/2,GFX["circle.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2,scale,blendCol);
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GFX["circle.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2.f,scale,blendCol);
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY-GFX["circle.png"].Sprite()->Size()*scale/2,GFX["circle_outline.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2,scale,Pixel{WHITE.r,WHITE.g,WHITE.b,blendCol.a});
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GFX["circle_outline.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2.f,scale,Pixel{WHITE.r,WHITE.g,WHITE.b,blendCol.a});
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}
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}
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}
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_PATCH 3
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#define VERSION_BUILD 10172
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#define VERSION_BUILD 10176
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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