Change the way sideplayer/playerchar ordering works to be stackUnder instead of Raise so it doesn't break anything (like the chatbox)
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@ -1635,16 +1635,12 @@ void Courtroom::handle_chatmessage_2()
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// The person more to the left is more in the front.
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// The person more to the left is more in the front.
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if (hor2_offset >= hor_offset)
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if (hor2_offset >= hor_offset)
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{
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{
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ui_vp_sideplayer_char->raise();
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ui_vp_sideplayer_char->stackUnder(ui_vp_player_char);
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ui_vp_player_char->raise();
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}
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}
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else
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else
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{
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{
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ui_vp_player_char->raise();
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ui_vp_player_char->stackUnder(ui_vp_sideplayer_char);
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ui_vp_sideplayer_char->raise();
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}
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}
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ui_vp_desk->raise();
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ui_vp_legacy_desk->raise();
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}
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}
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else if (side == "pro")
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else if (side == "pro")
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{
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{
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@ -1668,18 +1664,14 @@ void Courtroom::handle_chatmessage_2()
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ui_vp_sideplayer_char->move(ui_viewport->width() * hor2_offset / 100, ui_viewport->height() * vert2_offset / 100);
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ui_vp_sideplayer_char->move(ui_viewport->width() * hor2_offset / 100, ui_viewport->height() * vert2_offset / 100);
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// Finally, we reorder them based on who is more to the right.
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// Finally, we reorder them based on who is more to the right.
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if (hor2_offset <= hor_offset)
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if (hor2_offset >= hor_offset)
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{
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{
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ui_vp_sideplayer_char->raise();
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ui_vp_sideplayer_char->stackUnder(ui_vp_player_char);
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ui_vp_player_char->raise();
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}
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}
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else
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else
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{
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{
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ui_vp_player_char->raise();
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ui_vp_player_char->stackUnder(ui_vp_sideplayer_char);
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ui_vp_sideplayer_char->raise();
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}
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}
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ui_vp_desk->raise();
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ui_vp_legacy_desk->raise();
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}
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}
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else
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else
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{
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{
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@ -1696,16 +1688,12 @@ void Courtroom::handle_chatmessage_2()
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// The person more to the left is more in the front.
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// The person more to the left is more in the front.
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if (hor2_offset >= hor_offset)
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if (hor2_offset >= hor_offset)
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{
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{
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ui_vp_sideplayer_char->raise();
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ui_vp_sideplayer_char->stackUnder(ui_vp_player_char);
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ui_vp_player_char->raise();
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}
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}
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else
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else
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{
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{
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ui_vp_player_char->raise();
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ui_vp_player_char->stackUnder(ui_vp_sideplayer_char);
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ui_vp_sideplayer_char->raise();
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}
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}
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ui_vp_desk->raise();
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ui_vp_legacy_desk->raise();
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}
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}
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// We should probably also play the other character's idle emote.
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// We should probably also play the other character's idle emote.
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if (ao_app->flipping_enabled && m_chatmessage[OTHER_FLIP].toInt() == 1)
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if (ao_app->flipping_enabled && m_chatmessage[OTHER_FLIP].toInt() == 1)
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