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authorCrystalwarrior <varsash@gmail.com>2019-09-27 15:11:46 +0300
committerCrystalwarrior <varsash@gmail.com>2019-09-27 15:11:46 +0300
commita3d1d5bf9d195969cf9a1cd55b59316dd262ab0b (patch)
tree6f7d669daca83d8c041d18123111a05a7579cbfe /include
parentc38061a9904e9992d53f7cdf2ab9bf6e789cf0de (diff)
i did it
i did the thing Final overhaul of filter_ic_text Fix spoken colors not being actually spoken Fix a message of ()()()() spamming idle/talking animations (instead it just does the idle animation until you feed it an actual character) Prevent spamming of play_idle and play_talking on the fastest text speed Properly escape html and construct a message that works with characters &, <, >, ", etc. for filter_ic_text Turn whitespace into html entities to prevent html from eating it up (alternative/better solution would be to erase excessive whitespace entirely but yaknow, some niche applications, whatever) Fix filter_ic_text not displaying the best string it could in ic logs (strip html, display newlines as \n, etc.) Scroll the scrollbar of the message box correctly according to some real wacky magic stuff I'm doing here. Let's hope there's no situations where it desyncs from the actual text.
Diffstat (limited to 'include')
-rw-r--r--include/courtroom.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/include/courtroom.h b/include/courtroom.h
index d6bf4512..476fd118 100644
--- a/include/courtroom.h
+++ b/include/courtroom.h
@@ -291,8 +291,10 @@ private:
//int chat_tick_interval = 60;
//which tick position(character in chat message) we are at
int tick_pos = 0;
+ //the actual document tick pos we gotta worry about for making the text scroll better
+ int real_tick_pos = 0;
//used to determine how often blips sound
- int blip_pos = 0;
+ int blip_ticker = 0;
int blip_rate = 1;
int rainbow_counter = 0;
bool rainbow_appended = false;
@@ -342,6 +344,9 @@ private:
//state of animation, 0 = objecting, 1 = preanim, 2 = talking, 3 = idle, 4 = noniterrupting preanim
int anim_state = 3;
+ //whether or not current color is a talking one
+ bool color_is_talking = true;
+
//state of text ticking, 0 = not yet ticking, 1 = ticking in progress, 2 = ticking done
int text_state = 2;