Options: tabs Allgemein / Beute / Tastenbelegung with key bindings
- Options window in three tabs; the auto-pickup settings move to Beute; sliders move with their page; black sides like the save game screen. - Tastenbelegung: every binding settable (click, press key; Esc cancels, Backspace unbinds), "Alle zurücksetzen" as a game button, saved on OK. - Potions bindable (default unbound), named by the game's potion texts; the game's own potion hotkeys are off; bar tooltips show the bound key. - Map (M), overview map (Tab, held) and labels (Alt, held) bindable; the game's own M / Tab / Alt handling is switched off. - Save game key calls the game's save window code instead of a posted key. - Teleportationstrank: fixed text replacement from startup (also the Ausdauertrank items, potion kind 5 as well). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -694,8 +694,7 @@ HUD_EVENT(0x006f8960, UiNetworkInfo_HandleEvent, Anchor::Center)
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HUD_RENDER(0x006f73f0, UiNetworkInfo_Render, Anchor::Center)
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HUD_EVENT(0x0070e860, UiCharacter_HandleEvent, Anchor::Center)
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HUD_RENDER3_FRAMED(0x0070f160, UiCharacter_Render) // export screen in-game
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HUD_EVENT(0x00716b30, UiOptions_HandleEvent, Anchor::Center)
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HUD_RENDER3(0x00716640, UiOptions_Render, Anchor::Center)
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// cUI_Options (0x716b30 / 0x716640): hooked by mods/options.cpp.
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HUD_EVENT(0x0071d130, UiSavegame_HandleEvent, Anchor::Center)
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HUD_RENDER_FRAMED(0x0071dd80, UiSavegame_Render)
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HUD_EVENT(0x00720c10, UiBusyDlg_HandleEvent, Anchor::Center)
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@@ -778,6 +777,13 @@ int RenderCentred(void* window, int (*body)(void* context), void* context) {
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return body(context);
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}
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int RenderFramed(void* window, void* device, int (*body)(void* context), void* context) {
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const int dx = OffsetFor(Anchor::Center);
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FrameScope frame(window, device, dx);
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DrawOffset offset(window, dx);
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return body(context);
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}
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int HandleCentred(void* event, int (*body)(void* context), void* context) {
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EventOffset offset(event, OffsetFor(Anchor::Center));
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return body(context);
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