Option to make Chainsaw use ammo (randomly drops on enemy kill).
Made small fonts more readable. Font cleanup.
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4d90ff2991
commit
4caa5e097e
593 changed files with 225 additions and 26 deletions
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@ -23,7 +23,7 @@ Class ViewTracer : LineTracer
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Class UTHud : BaseStatusBar
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{
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TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2, ItemBox, ItemSel, ItemFlash, ItemArrow[2], LastItem;
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TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2, IconSaw2, UseSaw2, ItemBox, ItemSel, ItemFlash, ItemArrow[2], LastItem;
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Class<Weapon> IconClasses[14];
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double HScale;
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Color tintcolor, bgcolor;
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@ -150,13 +150,15 @@ Class UTHud : BaseStatusBar
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ItemFlash = TexMan.CheckForTexture("IFlash",TexMan.Type_Any);
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ItemArrow[0] = TexMan.CheckForTexture("ItmArrw1",TexMan.Type_Any);
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ItemArrow[1] = TexMan.CheckForTexture("ItmArrw2",TexMan.Type_Any);
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IconTloc2 = TexMan.CheckForTexture("IconTrn2",TexMan.Type_Any);
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UseTloc2 = TexMan.CheckForTexture("UseTrn2",TexMan.Type_Any);
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IconSaw2 = TexMan.CheckForTexture("IconSaw2",TexMan.Type_Any);
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UseSaw2 = TexMan.CheckForTexture("UseSaw2",TexMan.Type_Any);
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}
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override void Draw( int state, double TicFrac )
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{
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Super.Draw(state,TicFrac);
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if ( IconTloc2.IsNull() ) IconTloc2 = TexMan.CheckForTexture("IconTrn2",TexMan.Type_Any);
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if ( UseTLoc2.IsNull() ) UseTloc2 = TexMan.CheckForTexture("UseTrn2",TexMan.Type_Any);
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HScale = Screen.GetWidth()/1280.;
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switch ( CVar.GetCVar('flak_colorprefs',CPlayer).GetInt() )
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{
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@ -234,14 +236,18 @@ Class UTHud : BaseStatusBar
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if ( !(w is IconClasses[i]) ) continue;
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if ( use )
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{
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if ( (i == 11) && flak_transloc2k4 )
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if ( (i == 10) && flak_sawammo )
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UTDrawTintedTex(UseSaw2,sx,opacity+7);
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else if ( (i == 11) && flak_transloc2k4 )
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UTDrawTintedTex(UseTloc2,sx,opacity+7);
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else UTDrawTintedTex(Uses[i],sx,opacity+7);
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}
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else
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{
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if ( (i == 11) && flak_transloc2k4 )
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UTDrawTintedTex(IconTloc2,sx,opacity+7);
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if ( (i == 10) && flak_sawammo )
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UTDrawTintedTex(IconSaw2,sx,opacity,halftint);
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else if ( (i == 11) && flak_transloc2k4 )
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UTDrawTintedTex(IconTloc2,sx,opacity,halftint);
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else UTDrawTintedTex(Icons[i],sx,opacity,halftint);
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}
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return true;
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