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- Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
CPU usage.Moderator: GZDoom Developers

Code: Select all
- Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
CPU usage.

Code: Select all
- Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
CPU usage.
- Fixed: Playerclass didn't work in SBARINFO.
- Fixed: Artiflash was improperly initialized causing it not to display the
first time.
- Changed the variable SBarInfoScript to be a pointer to prevent more memory
leaks.Code: Select all
delete &SBarInfoScript;
delete &huds[i];
delete &commands;



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- Fixed: Playerclass still didn't work due to comparing of improper numbers.
- Fixed: The arrows on drawinventorybar had a hard coded location instead of
relative to the specified coordinates.
- Added noarrows flag to drawinventorybar to remove the blue arrows drawn when
there are more items to the left or right of the viewable bar.
- Added forcescaled flag to the statusbar command. This is ignored on the
inventory and inventoryfullscreen types.

So, basically the X and Y values are for putting the numbers onto the screen at similar values to the inventory boxes, but in the background they are getting shifted by 26 and 22 to their actual position if no counter values are specified. If I want to position them exactly myself, I use counterx and countery which overrides the x and x parameters. Would that be correct? If so, I must be missing something because I still don't get what the advantage is. Why are the original X and Y values done that way? Would it not be better to simply have the X and Y arguments work like the counter arguments and do away with the extra arguments? Or am I missing something obvious again (quite likely).Blzut3 wrote:By default the counterx and countery locations are (x+26, y+22) for drawinventorybar.

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drawinventorybar Doom, 7, ENJAYBARFONT, 50, 170, 76, 192, brick;

