Highlight health/mana/stamina in the hero menu when an effect is applied
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@ -154,10 +154,16 @@ void HeroMenuPatch::FillMenuValues()
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args2[32].SetNumber(fEXPNeededForNextLevel - fEXPNeededForCurrentLevel);
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uiMovie->Invoke("heromenu_mc.SetIntValues", nullptr, args2, 33);
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// The movie paints a stat green or red when its modifier is non-zero and shows the modifier
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// next to the base value. Base plus permanent plus temporary modifiers is the boosted maximum.
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auto statModifier = [&](RE::ActorValue av) {
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return std::round(player->GetActorValueMax(av) - playerAV->GetBaseActorValue(av));
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};
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RE::GFxValue args3[21];
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args3[0].SetNumber(0);
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args3[1].SetNumber(0);
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args3[2].SetNumber(0);
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args3[0].SetNumber(statModifier(RE::ActorValue::kHealth));
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args3[1].SetNumber(statModifier(RE::ActorValue::kMagicka));
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args3[2].SetNumber(statModifier(RE::ActorValue::kStamina));
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args3[3].SetNumber(playerAV->GetActorValue(RE::ActorValue::kIllusion) - playerAV->GetBaseActorValue(RE::ActorValue::kIllusion));
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args3[4].SetNumber(playerAV->GetActorValue(RE::ActorValue::kDestruction) - playerAV->GetBaseActorValue(RE::ActorValue::kDestruction));
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args3[5].SetNumber(playerAV->GetActorValue(RE::ActorValue::kAlteration) - playerAV->GetBaseActorValue(RE::ActorValue::kAlteration));
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