Lowered the prosecutor / defence characters, so they don't float above some desks.
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a08b254077
commit
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@ -1374,7 +1374,7 @@ void Courtroom::handle_chatmessage_2()
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int vert_offset = 0;
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int vert_offset = 0;
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if (hor_offset > 0)
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if (hor_offset > 0)
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{
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{
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vert_offset = hor_offset / 20;
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vert_offset = hor_offset / 10;
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}
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}
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ui_vp_player_char->move(ui_viewport->width() * hor_offset / 100, ui_viewport->height() * vert_offset / 100);
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ui_vp_player_char->move(ui_viewport->width() * hor_offset / 100, ui_viewport->height() * vert_offset / 100);
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@ -1383,7 +1383,7 @@ void Courtroom::handle_chatmessage_2()
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int vert2_offset = 0;
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int vert2_offset = 0;
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if (hor2_offset > 0)
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if (hor2_offset > 0)
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{
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{
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vert2_offset = hor2_offset / 20;
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vert2_offset = hor2_offset / 10;
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}
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}
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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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@ -1410,7 +1410,7 @@ void Courtroom::handle_chatmessage_2()
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if (hor_offset < 0)
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if (hor_offset < 0)
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{
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{
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// We don't want to RAISE the char off the floor.
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// We don't want to RAISE the char off the floor.
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vert_offset = -1 * hor_offset / 20;
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vert_offset = -1 * hor_offset / 10;
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}
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}
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ui_vp_player_char->move(ui_viewport->width() * hor_offset / 100, ui_viewport->height() * vert_offset / 100);
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ui_vp_player_char->move(ui_viewport->width() * hor_offset / 100, ui_viewport->height() * vert_offset / 100);
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@ -1419,7 +1419,7 @@ void Courtroom::handle_chatmessage_2()
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int vert2_offset = 0;
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int vert2_offset = 0;
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if (hor2_offset < 0)
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if (hor2_offset < 0)
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{
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{
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vert2_offset = -1 * hor2_offset / 20;
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vert2_offset = -1 * hor2_offset / 10;
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}
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}
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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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