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PostPosted: Wed Sep 21, 2016 10:24 pm 
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Commodore
Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1636
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
I'm not sure if this should be catergorised as a bug or a "feature" but anyway...

If I do this when using the default HUD:
Code:
log(this.name, "Big Allowed: " + player.ship.hudAllowsBigGui);
I get this
Quote:
[MyOXP]: Big Allowed: false
But if I do this:
Code:
player.ship.hudHidden;
log(this.name, "Big Allowed: " + player.ship.hudAllowsBigGui);
I get this:
Quote:
[MyOXP]: Big Allowed: true
This appears to be a mix-up in concepts. On the one hand, the HUD definition says it doesn't allow big GUIs. Using this logic, hudAllowsBigGui should always return false. Here we are referring to the allow_big_gui property of the HUD plist file that is currently selected, not the current state of the players view. On the other hand, if the HUD is hidden it by definition allows for big GUI's, so hudAllowsBigGui should always return true. Here we are referring to the current view the player has of the HUD.

Given that hudHidden is already giving us the current view the player has of the HUD, I think hudAllowsBigGui should be corrected to always report on the allow_big_gui property of the currently selected HUD.

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PostPosted: Thu Sep 22, 2016 4:00 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Mon Apr 27, 2015 9:03 pm
Posts: 276
Is this the root cause of the issue with the email system and HUD dissappearance which I reported in your thread ?

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PostPosted: Thu Sep 22, 2016 8:22 pm 
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Commodore
Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1636
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
It's possible although I struggled to reproduce the scenario on my system. What I ended up doing is always turning the HUD back on whenever the player leaves the screen.

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