Fix dialogue-printing for players’ lines
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@ -262,7 +262,7 @@ direction specified relative to the focal point. Return nil if no such placement
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is found, otherwise return a list of the coordinates, max-column, and max-row
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is found, otherwise return a list of the coordinates, max-column, and max-row
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(for use with RENDER-STRING)."
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(for use with RENDER-STRING)."
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(let* ((text-y-margin (if downp
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(let* ((text-y-margin (if downp
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(+ (getf coords :y) 1)
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(+ (getf coords :y) 2)
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(- (getf coords :y) 2)))
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(- (getf coords :y) 2)))
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(text-height (if downp
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(text-height (if downp
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(- height text-y-margin)
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(- height text-y-margin)
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@ -296,7 +296,7 @@ and max-row; for use with RENDER-STRING. Like so:
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((:x X :y Y) MAX-COLUMN MAX-ROW)"
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((:x X :y Y) MAX-COLUMN MAX-ROW)"
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(let* ((speaker-id (dialogue-speaker dialogue))
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(let* ((speaker-id (dialogue-speaker dialogue))
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(direction (🌍:getf-entity-data map speaker-id :direction))
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(direction (🌍:getf-entity-data map speaker-id :direction))
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(playerp (eq speaker-id 'player))
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(playerp (eq speaker-id '🌍:player))
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(leftp (not (eq direction '🌍:right)))
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(leftp (not (eq direction '🌍:right)))
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(text (getf dialogue :text))
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(text (getf dialogue :text))
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(coords (🌍:world-coords->screen-coords (🌍:getf-entity-data map speaker-id :coords))))
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(coords (🌍:world-coords->screen-coords (🌍:getf-entity-data map speaker-id :coords))))
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