Disable HUD for cutscene

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Enjay
 
 
Posts: 26697
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Disable HUD for cutscene

Post by Enjay »

OK, just thinking about more edge cases.

If someone uses the status bar, rather than the full screen HUD, do you want that to be hidden too?

If so, remember that things can bet a bit weird looking at the bottom of the screen when the staus bar is missing (though it usually doesn't look too bad on the main game screen).

However, when the automap is active, it can get a bit more strange looking because there is a gap at the bottom of the screen where the player view is shown below the map background.
So, if someone activates the automap during a cutscene, they'll see that.

So, it might be an idea to somehow hide the main game screen status bar, but not the automap bar. However, I don't know how to do that because the same definition is used for each of those screens.
Is there some conditional "if we are looking at the automap, then do stuff" option that could be used?
Jarewill
 
 
Posts: 1845
Joined: Sun Jul 21, 2019 8:54 am

Re: Disable HUD for cutscene

Post by Jarewill »

You can check if the automap is open using the automapactive variable.
Although in this case checking state == HUD_StatusBar might be better.

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