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Fix pr merge conflict
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@ -68,9 +68,13 @@ void UIScene_HUD::updateSafeZone()
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_BOTTOM:
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safeBottom = getSafeZoneHalfHeight();
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// safeTop mirrors SPLIT_TOP so both players have the same vertical inset
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// from their viewport's top edge (split divider), keeping GUI symmetrical.
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// safeBottom is intentionally omitted: it would shift m_Hud.y upward in
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// ActionScript, placing the hotbar too high relative to SPLIT_TOP.
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safeTop = getSafeZoneHalfHeight();
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safeLeft = getSafeZoneHalfWidth();
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safeRight = getSafeZoneHalfWidth();
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break;
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case C4JRender::VIEWPORT_TYPE_SPLIT_LEFT:
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safeLeft = getSafeZoneHalfWidth();
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@ -718,6 +722,20 @@ void UIScene_HUD::render(S32 width, S32 height, C4JRender::eViewportType viewpor
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F32 scale;
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ComputeTileScale(tileWidth, tileHeight, m_movieWidth, m_movieHeight, needsYTile, scale, tileYStart);
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// For vertical split, if the window is shorter than the SWF movie,
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// scale the movie down to fit the full height instead of cropping.
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// ComputeTileScale clamps scale >= 1.0 (needed for quadrant mode),
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// but in vertical split the tile covers the full screen height and
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// cropping the bottom pushes RepositionHud's ActionScript to shift
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// elements down. Scaling down keeps visibleH == movieHeight in SWF
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// space, so ActionScript sees the full height and applies no offset.
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if(!needsYTile && m_movieHeight > 0)
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{
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F32 scaleH = (F32)tileHeight / (F32)m_movieHeight;
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if(scaleH < scale)
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scale = scaleH;
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}
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IggyPlayerSetDisplaySize( getMovie(), static_cast<S32>(m_movieWidth * scale), static_cast<S32>(m_movieHeight * scale) );
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repositionHud(tileWidth, tileHeight, scale);
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