Option to make Chainsaw use ammo (randomly drops on enemy kill).

Made small fonts more readable.
Font cleanup.
This commit is contained in:
Marisa the Magician 2019-05-03 17:26:07 +02:00
commit 4caa5e097e
593 changed files with 225 additions and 26 deletions

View file

@ -23,7 +23,7 @@ Class ViewTracer : LineTracer
Class UTHud : BaseStatusBar
{
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;
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;
Class<Weapon> IconClasses[14];
double HScale;
Color tintcolor, bgcolor;
@ -150,13 +150,15 @@ Class UTHud : BaseStatusBar
ItemFlash = TexMan.CheckForTexture("IFlash",TexMan.Type_Any);
ItemArrow[0] = TexMan.CheckForTexture("ItmArrw1",TexMan.Type_Any);
ItemArrow[1] = TexMan.CheckForTexture("ItmArrw2",TexMan.Type_Any);
IconTloc2 = TexMan.CheckForTexture("IconTrn2",TexMan.Type_Any);
UseTloc2 = TexMan.CheckForTexture("UseTrn2",TexMan.Type_Any);
IconSaw2 = TexMan.CheckForTexture("IconSaw2",TexMan.Type_Any);
UseSaw2 = TexMan.CheckForTexture("UseSaw2",TexMan.Type_Any);
}
override void Draw( int state, double TicFrac )
{
Super.Draw(state,TicFrac);
if ( IconTloc2.IsNull() ) IconTloc2 = TexMan.CheckForTexture("IconTrn2",TexMan.Type_Any);
if ( UseTLoc2.IsNull() ) UseTloc2 = TexMan.CheckForTexture("UseTrn2",TexMan.Type_Any);
HScale = Screen.GetWidth()/1280.;
switch ( CVar.GetCVar('flak_colorprefs',CPlayer).GetInt() )
{
@ -234,14 +236,18 @@ Class UTHud : BaseStatusBar
if ( !(w is IconClasses[i]) ) continue;
if ( use )
{
if ( (i == 11) && flak_transloc2k4 )
if ( (i == 10) && flak_sawammo )
UTDrawTintedTex(UseSaw2,sx,opacity+7);
else if ( (i == 11) && flak_transloc2k4 )
UTDrawTintedTex(UseTloc2,sx,opacity+7);
else UTDrawTintedTex(Uses[i],sx,opacity+7);
}
else
{
if ( (i == 11) && flak_transloc2k4 )
UTDrawTintedTex(IconTloc2,sx,opacity+7);
if ( (i == 10) && flak_sawammo )
UTDrawTintedTex(IconSaw2,sx,opacity,halftint);
else if ( (i == 11) && flak_transloc2k4 )
UTDrawTintedTex(IconTloc2,sx,opacity,halftint);
else UTDrawTintedTex(Icons[i],sx,opacity,halftint);
}
return true;