widescreen: draw creatures across the whole view; HUD: copy the cursor per thread
- Creatures were culled beyond 1024+200 x 768+200 screen pixels (cmp 4C8h / 3C8h in both object passes): invisible in the right part of a wide view, and the player too once the centre passed 1224. The bounds follow the render size now. - Centre immediates written as negatives (-200h / -180h), missed before: the row renderer's static object origin (0x62babb) and aiming at the cursor (0x4fb620). - HUD: moved windows no longer shift the shared mouse cursor object; the cursor accessor (0x6550f0) hands them a per-thread shifted copy and writes back what they changed. World input on other threads read the shifted position now and then, which made hold-to-move jerky. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -9,4 +9,8 @@ void OnDevice(void* device);
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// the current thread (0 outside): polled mouse positions are reduced by it.
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int CursorOffsetX();
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// The mouse cursor object as the current thread should see it: inside a moved
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// window, a private copy with x shifted by CursorOffsetX().
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void* CursorFor(void* cursor);
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} // namespace mods::hud
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