Corrected Redeemer HUD behavior (Tint is reduced, HUD doesn't hide when guiding).
This commit is contained in:
parent
b5a0c723fe
commit
5ab9bb4930
2 changed files with 1 additions and 2 deletions
|
|
@ -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() )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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() )
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue