Corrected Redeemer HUD behavior (Tint is reduced, HUD doesn't hide when guiding).

This commit is contained in:
Marisa the Magician 2018-08-12 16:45:39 +02:00
commit 5ab9bb4930
2 changed files with 1 additions and 2 deletions

View file

@ -147,7 +147,6 @@ Class UTHud : BaseStatusBar
override void Draw( int state, double TicFrac )
{
Super.Draw(state,TicFrac);
if ( players[consoleplayer].camera is 'GuidedWarShell' ) return;
HScale = Screen.GetWidth()/1280.;
switch ( CVar.GetCVar('flak_colorprefs',CPlayer).GetInt() )
{

View file

@ -484,7 +484,7 @@ Class RedeemerHUD : HUDMessageBase
override void Draw( int bottom, int visibility )
{
if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
Screen.Dim("Red",0.5,0,0,Screen.GetWidth(),Screen.GetHeight());
Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
// shootable targetting
if ( CVar.GetCVar('flak_redeemerreadout',players[consoleplayer]).GetBool() )
{