Small fix
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@ -173,5 +173,5 @@ end
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function mm_texture.set_dirt_bg()
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-- Use universal fallback texture in textures/base/pack
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local minimalpath = defaulttexturedir .. "bg.png"
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core.set_background("background", minimalpath, true, 64)
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core.set_background("background", minimalpath, true, 256)
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end
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@ -347,7 +347,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("liquid_update", "1.0");
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// Mapgen
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settings->setDefault("mg_name", "v6");
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settings->setDefault("mg_name", "v7p");
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settings->setDefault("water_level", "1");
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settings->setDefault("mapgen_limit", "31000");
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settings->setDefault("chunksize", "5");
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@ -445,22 +445,22 @@ void set_default_settings(Settings *settings)
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} else if ([SDVersion deviceSize] == Screen4inch) {
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// 4" (iPhone 5)
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settings->setDefault("hud_scaling", "0.5");
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settings->setDefault("gui_scaling", "1.2");
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settings->setDefault("gui_scaling", "1.1");
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settings->setDefault("mouse_sensitivity", "0.23");
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} else if ([SDVersion deviceSize] == Screen4Dot7inch) {
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// 4.7" (iPhone)
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settings->setDefault("hud_scaling", "0.6");
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settings->setDefault("gui_scaling", "1.2");
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settings->setDefault("gui_scaling", "1.1");
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settings->setDefault("mouse_sensitivity", "0.25");
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} else if ([SDVersion deviceSize] == Screen5Dot5inch) {
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// 5.5" (iPhone Plus)
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settings->setDefault("hud_scaling", "0.7");
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settings->setDefault("gui_scaling", "1.3");
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settings->setDefault("gui_scaling", "1.2");
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settings->setDefault("mouse_sensitivity", "0.3");
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} else if ([SDVersion deviceSize] == Screen5Dot8inch) {
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// 5.8" (iPhone X)
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settings->setDefault("hud_scaling", "0.7");
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settings->setDefault("gui_scaling", "1.3");
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settings->setDefault("hud_scaling", "0.8");
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settings->setDefault("gui_scaling", "1.2");
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settings->setDefault("mouse_sensitivity", "0.3");
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settings->setDefault("hud_move_upwards", "15");
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} else {
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@ -619,10 +619,10 @@ void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
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driver->beginScene(true, true, video::SColor(255, 0, 0, 0));
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video::ITexture *background_image = driver->getTexture((porting::path_share + "/textures/base/bg.png").c_str());
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driver->draw2DImage(background_image,
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irr::core::rect<s32>(0, 0, screensize.X, screensize.Y),
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irr::core::rect<s32>(0, 0, screensize.X * 3, screensize.Y * 3),
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irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
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}
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// draw progress bar
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if ((percent >= 0) && (percent <= 100))
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{
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@ -46,8 +46,8 @@ const char *touchgui_button_imagenames[][2] = {
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{"down_one.png", "down_one_press.png"},
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{"down_two.png", "down_two_press.png"},
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{"down_three.png", "down_three_press.png"},
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{"left.png", "left_press_press.png"},
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{"right.png", "right_press_press.png"},
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{"left.png", "left_press.png"},
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{"right.png", "right_press.png"},
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{"inventory.png", "inventory.png"},
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{"drop.png", "drop.png"},
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{"jump.png", "jump.png"},
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