Displays damage taken above a player or enemies head. Text font may be customised with a different icon, and text colour may be customised between calls dynamically. Unlike s_damage, this library can display a large range of numbers, including numbers in scientific notation.
Notably, icons are cached as required. This means that on a test machine, regular calls to F_Damage to display the same color text go from taking ~20 ms every time, to ~4 ms on average, with times no worse than before. This means compared to the initial release of F_Damage in 2006, performance has been improved for all library users.
Added two define options:
F_damage_assume_world_size - If set, will simplify icon size calculations.
F_damage_sleep - If set, will sleep(1) in F_Damage, to help long calling procedures to progress.
The first provides a performance improvement if you don't need F_Damage to center perfectly on big icons enemies. The second helps cover you for cases where F_Damage is executed in long procedures, and users may see a delay in flicking the damage numbers.
Adds a define option:
F_damage_no_scientific - Turns off scientific (1E+40) notation.
Removes two define options from 1.0.1, as their performance difference is negligible. This can be added back if performance regressions occur.
Adds a new option:
Horizontal alignment - Text can be left, center, or right aligned with an optional argument. Pleas see the library for specifics. F_Damage_Horizontal_Alignment can be extended for custom alignment rules.