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Modified some of the mechanics of "interface_overlay" function
Changed "intface_redraw" with one argument to redraw the specified interface window.
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@@ -402,9 +402,9 @@ Some utility/math functions are available:
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- works just like vanilla critter_inven_obj, but correctly reports item in player's inactive hand slot
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> void sfall_func0("intface_redraw")
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> void sfall_func1("intface_redraw", bool eachWin)
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> void sfall_func1("intface_redraw", int winType)
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- redraws main game interface, useful to reflect changes after directly changing current player weapons or stats
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- eachWin: pass True to redraw all interface windows
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- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h). Pass -1 to redraw all interface windows
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> void sfall_func0("intface_hide")
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- hides main interface
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@@ -728,6 +728,14 @@ optional arguments:
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- fills the rectangle area of the currently selected script window with the specified color, or clears the window with transparent (index 0) color (call the function without arguments)
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- color: the color index in the game palette (from 0 to 255)
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> int sfall_func2("interface_overlay", int winType, int mode)
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> int sfall_func6("interface_overlay", int winType, 2, int x, int y, int width, int height)
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- creates an additional drawing surface above the graphic layer of the specified interface window. All subsequent calls of interface_art_draw and interface_print functions will draw on it
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- winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
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- mode: 1 - creates a new overlay surface
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2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments
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0 - destroys the created overlay surface (frees up the memory allocated to the surface)
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------------------------
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------ MORE INFO -------
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------------------------
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