Added activatable items for Heretic, along with a full inventory bar.
Support new versions of Kinsie's test map. Switch to new GetAxes implementation across the board. Minor fixes here and there.
This commit is contained in:
parent
1ed7083113
commit
76df49e62b
42 changed files with 663 additions and 111 deletions
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@ -23,12 +23,12 @@ 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;
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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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Class<Weapon> IconClasses[14];
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double HScale;
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Color tintcolor, bgcolor;
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int opacity;
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int lastfrag, lastfragcnt, lastpickup, lastslot;
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int lastfrag, lastfragcnt, lastpickup, lastslot, lastamount;
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ViewTracer vtracer;
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Actor lastseen;
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int lastseentic;
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@ -145,6 +145,11 @@ Class UTHud : BaseStatusBar
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Boss[3] = TexMan.CheckForTexture("BossBot",TexMan.Type_Any);
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Boss[4] = TexMan.CheckForTexture("BossBlt",TexMan.Type_Any);
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WeaponBox = TexMan.CheckForTexture("WpSel",TexMan.Type_Any);
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ItemBox = TexMan.CheckForTexture("ItemBox",TexMan.Type_Any);
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ItemSel = TexMan.CheckForTexture("ItmSel",TexMan.Type_Any);
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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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}
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override void Draw( int state, double TicFrac )
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@ -189,7 +194,7 @@ Class UTHud : BaseStatusBar
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{
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BeginHUD();
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FracTic = TicFrac;
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DrawUTHUD();
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DrawUTHUD(lbottom);
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}
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if ( (CPlayer.ReadyWeapon is 'UTWeapon') )
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UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
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@ -200,25 +205,25 @@ Class UTHud : BaseStatusBar
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return Color(a.a,int(a.r*(1.-x)+b.r*x),int(a.g*(1.-x)+b.g*x),int(a.b*(1.-x)+b.b*x));
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}
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private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black") )
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private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black"), bool flip = false )
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{
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double ss = (HScale*sx);
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double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss);
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double dx = CurX/ss, dy = CurY/ss;
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if ( opacity == -1 ) opacity = self.opacity;
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if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor);
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if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0);
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double alpha = clamp(opacity/15.,0.0,1.0);
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Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,(tint!="Black")?tint:tintcolor);
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Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,(tint!="Black")?tint:tintcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip);
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}
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private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1 )
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private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1, bool flip = false )
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{
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double ss = (HScale*sx);
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double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss);
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double dx = CurX/ss, dy = CurY/ss;
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if ( opacity == -1 ) opacity = self.opacity;
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if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor);
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if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip);
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double alpha = clamp(opacity/15.,0.0,1.0);
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Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha);
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Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip);
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}
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private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 )
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@ -255,9 +260,9 @@ Class UTHud : BaseStatusBar
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double flen = 3*step;
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double len = digits.length()*step;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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for ( int i=0; i<digits.length(); i++ ) if ( digits.CharAt(i) == "1" ) len -= 0.5*step;
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for ( int i=0; i<digits.length(); i++ ) if ( digits.ByteAt(i) == 0x31 ) len -= 0.5*step;
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CurX += (flen-len)*0.5;
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if ( digits.CharAt(0) == "1" ) CurX -= 0.5*step;
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if ( digits.ByteAt(0) == 0x31 ) CurX -= 0.5*step;
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if ( value < 0 )
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{
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if ( opacity+7 > 15 ) Screen.DrawTexture(BigNum[11],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor);
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@ -266,9 +271,9 @@ Class UTHud : BaseStatusBar
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}
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for ( int i=0; i<digits.length(); i++ )
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{
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if ( opacity+7 > 15 ) Screen.DrawTexture(BigNum[digits.CharCodeAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor);
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Screen.DrawTexture(BigNum[digits.CharCodeAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,DrawColor);
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CurX += ((i<digits.length()-1)&&(digits.CharAt(i+1)=="1"))?step*0.5:step;
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if ( opacity+7 > 15 ) Screen.DrawTexture(BigNum[digits.ByteAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor);
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Screen.DrawTexture(BigNum[digits.ByteAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,DrawColor);
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CurX += ((i<digits.length()-1)&&(digits.ByteAt(i+1)==0x31))?step*0.5:step;
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}
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}
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@ -285,26 +290,8 @@ Class UTHud : BaseStatusBar
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CurX += 8*hudsize*HScale;
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CurY += 14*hudsize*HScale;
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DrawColor = WhiteColor;
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if ( ammotype1 )
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{
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UTDrawBigNum(ammotype1.Amount,hudsize);
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let cw = CPlayer.ReadyWeapon;
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if ( flak_transloc2k4 && (cw is 'Translocator') )
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{
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// draw ammo charge bar
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double ch = Translocator(cw).ammocharge;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+53*hudsize*HScale;
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Vector2 ss = (0.54,0.3)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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// TODO try also drawing enforcer and pulsegun clips as bars
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}
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let cw = CPlayer.ReadyWeapon;
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if ( ammotype1 ) UTDrawBigNum(ammotype1.Amount,hudsize);
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if ( ammotype2 && (ammotype2 != ammotype1) )
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{
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CurX = showweapons?(Screen.GetWidth()-128*hudsize*HScale):((Screen.GetWidth()+256*hudsize*HScale)*0.5);
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@ -315,6 +302,101 @@ Class UTHud : BaseStatusBar
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CurY += 14*hudsize**HScale;
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UTDrawBigNum(ammotype2.Amount,hudsize);
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}
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// extra bars
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if ( flak_transloc2k4 && (cw is 'Translocator') )
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{
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// draw ammo charge bar
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double ch = Translocator(cw).ammocharge;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+54*hudsize*HScale;
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Vector2 ss = (0.54,0.25)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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else if ( flak_enforcerreload && (cw is 'Enforcer') )
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{
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// draw clip(s)
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double ch = Enforcer(cw).ClipCount/20.;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+53*hudsize*HScale;
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Vector2 ss;
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ss = (0.54,(cw.Amount>1)?0.125:0.3)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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if ( cw.Amount > 1 )
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{
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ch = Enforcer(cw).SlaveClipCount/20.;
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CurY += 3*hudsize*HScale;
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ss = (0.54,0.125)*hudsize*HScale;
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dw = (Screen.GetWidth()/ss.x);
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dh = (Screen.GetHeight()/ss.y);
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dx = CurX/ss.x;
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dy = CurY/ss.y;
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ddw = bs.x*ch;
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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}
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else if ( flak_pulsereload && (cw is 'Pulsegun') )
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{
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// draw clip
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double ch = Pulsegun(cw).ClipCount/50.;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+53*hudsize*HScale;
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Vector2 ss = (0.54,0.3)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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else if ( cw is 'ImpactHammer' )
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{
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double ch = min(ImpactHammer(cw).chargesize,1.5)/1.5;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+53*hudsize*HScale;
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Vector2 ss = (0.54,0.3)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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else if ( cw is 'BioRifle' )
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{
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double ch = min(BioRifle(cw).charge,5.1)/5.1;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+53*hudsize*HScale;
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Vector2 ss = (0.54,0.3)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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else if ( cw is 'UTRocketLauncher' )
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{
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double ch = cw.special1/6.;
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CurX = BaseX+6*hudsize*HScale;
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CurY = BaseY+53*hudsize*HScale;
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Vector2 ss = (0.54,0.3)*hudsize*HScale;
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double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y);
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double dx = CurX/ss.x, dy = CurY/ss.y;
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Vector2 bs = TexMan.GetScaledSize(AmmoBar);
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double ddw = bs.x*ch;
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double alpha = clamp((opacity+7)/15.,0.0,1.0);
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Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha);
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}
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}
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private void DrawStatus()
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{
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@ -609,9 +691,108 @@ Class UTHud : BaseStatusBar
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}
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}
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private void DrawInventory( double lbottom )
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{
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if ( isInventoryBarVisible() )
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{
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CPlayer.mo.InvFirst = ValidateInvFirst(5);
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if ( !CPlayer.mo.InvFirst ) return;
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// draw the boxes
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double BaseX, BaseY;
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BaseX = CurX = (Screen.GetWidth()-64*5*hudsize*HScale)/2.;
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BaseY = CurY = Screen.GetHeight()-224*hudsize*HScale;
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for ( int i=0; i<5; i++ )
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{
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UTDrawTintedTex(ItemBox,hudsize);
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CurX += 64*hudsize*HScale;
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}
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int i = 0;
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Inventory itm;
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for ( itm=CPlayer.mo.InvFirst; (itm && (i < 5)); itm=itm.NextInv() )
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{
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CurX = BaseX+2*hudsize*HScale;
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CurY = BaseY+2*hudsize*HScale;
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// if item doesn't fit 60x60, scale
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Vector2 scl = TexMan.GetScaledSize(itm.Icon);
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double mscl = max(scl.x,scl.y)/60.;
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UTDrawTintedTex(itm.Icon,hudsize*mscl);
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// amount if >1
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if ( itm.Amount > 1 )
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{
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CurX = BaseX+32*hudsize*HScale;
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CurY = BaseY+40*hudsize*HScale;
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DrawColor = WhiteColor;
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UTDrawBigNum(itm.Amount,hudsize*0.5);
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}
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// selection box if current item
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if ( itm == CPlayer.mo.InvSel )
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{
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CurX = BaseX;
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CurY = BaseY;
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UTDrawPlainTex(ItemSel,hudsize,opacity+7);
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}
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BaseX += 64*hudsize*HScale;
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i++;
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}
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// draw arrows
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CurY = Screen.GetHeight()-204*hudsize*HScale;
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CurX = (Screen.GetWidth()-(64*5+40)*hudsize*HScale)/2.;
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UTDrawTintedTex(ItemArrow[CPlayer.mo.InvFirst!=CPlayer.mo.FirstInv()],hudsize,flip:true);
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CurX = (Screen.GetWidth()+(64*5+8)*hudsize*HScale)/2.;
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UTDrawTintedTex(ItemArrow[!!itm],hudsize);
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}
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else if ( CPlayer.mo.InvSel || artiflashtick )
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{
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// flashie
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if ( artiflashtick )
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{
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DrawColor = GoldColor;
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CurX = -32*hudsize*HScale;
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CurY = lbottom-96*hudsize*HScale;
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UTDrawTintedTex(ItemFlash,hudsize,min(opacity,15),DrawColor);
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}
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// position 64x64 box
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CurX = 0;
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CurY = lbottom-64*hudsize*HScale;
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UTDrawTintedTex(ItemBox,hudsize);
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if ( artiflashtick )
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{
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Vector2 scl = TexMan.GetScaledSize(LastItem);
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double mscl = max(scl.x,scl.y)/60.;
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CurX += 2*hudsize*HScale;
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CurY += 2*hudsize*HScale;
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UTDrawTintedTex(LastItem,hudsize*mscl);
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if ( LastAmount <= 1 ) return;
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CurX = 32*hudsize*HScale;
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CurY = lbottom-24*hudsize*HScale;
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DrawColor = WhiteColor;
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UTDrawBigNum(LastAmount,hudsize*0.5);
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return;
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}
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if ( !CPlayer.mo.InvSel ) return;
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// if item doesn't fit 60x60, scale
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Vector2 scl = TexMan.GetScaledSize(CPlayer.mo.InvSel.Icon);
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double mscl = max(scl.x,scl.y)/60.;
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CurX += 2*hudsize*HScale;
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CurY += 2*hudsize*HScale;
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UTDrawTintedTex(CPlayer.mo.InvSel.Icon,hudsize*mscl);
|
||||
// amount if >1
|
||||
if ( CPlayer.mo.InvSel.Amount <= 1 ) return;
|
||||
CurX = 32*hudsize*HScale;
|
||||
CurY = lbottom-24*hudsize*HScale;
|
||||
DrawColor = WhiteColor;
|
||||
UTDrawBigNum(CPlayer.mo.InvSel.Amount,hudsize*0.5);
|
||||
}
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( CPlayer.mo.InvSel && !artiflashtick )
|
||||
{
|
||||
LastItem = CPlayer.mo.InvSel.Icon;
|
||||
LastAmount = CPlayer.mo.InvSel.Amount-1;
|
||||
}
|
||||
if ( deathmatch||teamplay )
|
||||
{
|
||||
if ( CPlayer.fragcount != lastfragcnt ) lastfrag = level.time;
|
||||
|
|
@ -629,7 +810,7 @@ Class UTHud : BaseStatusBar
|
|||
lastseentic = level.time;
|
||||
}
|
||||
|
||||
private void DrawUTHUD()
|
||||
private void DrawUTHUD( double lbottom )
|
||||
{
|
||||
// Display Weapons
|
||||
if ( showweapons ) DrawWeapons();
|
||||
|
|
@ -641,6 +822,8 @@ Class UTHud : BaseStatusBar
|
|||
DrawStatus();
|
||||
// Display Keys
|
||||
DrawKeys();
|
||||
// Inventory Bar
|
||||
DrawInventory(lbottom);
|
||||
// Display Identification Info
|
||||
if ( CPlayer == players[consoleplayer] && showinfo ) DrawIdentifyInfo();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue