Fix some tinted HUD parts having a weird color.
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parent
4ea4eb0e3b
commit
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1 changed files with 5 additions and 3 deletions
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@ -220,9 +220,10 @@ Class UTHud : BaseStatusBar
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{
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{
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for ( int i=0; i<14; i++ )
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for ( int i=0; i<14; i++ )
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{
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{
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Color halftint = Color(tintcolor.a,tintcolor.r/2,tintcolor.g/2,tintcolor.b/2);
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if ( !(w is IconClasses[i]) ) continue;
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if ( !(w is IconClasses[i]) ) continue;
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if ( use ) UTDrawTintedTex(Uses[i],sx,opacity+7);
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if ( use ) UTDrawTintedTex(Uses[i],sx,opacity+7);
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else UTDrawTintedTex(Icons[i],sx,opacity,tintcolor/2);
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else UTDrawTintedTex(Icons[i],sx,opacity,halftint);
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -369,6 +370,7 @@ Class UTHud : BaseStatusBar
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}
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}
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private void DrawWeapons()
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private void DrawWeapons()
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{
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{
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Color halftint = Color(tintcolor.a,tintcolor.r/2,tintcolor.g/2,tintcolor.b/2);
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double WeapScale = hudsize*weaponsize*HScale;
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double WeapScale = hudsize*weaponsize*HScale;
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double BaseX = (Screen.GetWidth()-(1280*WeapScale))*0.5;
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double BaseX = (Screen.GetWidth()-(1280*WeapScale))*0.5;
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double BaseY = Screen.GetHeight()-64*WeapScale;
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double BaseY = Screen.GetHeight()-64*WeapScale;
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@ -434,10 +436,10 @@ Class UTHud : BaseStatusBar
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CurX = BaseX+i*WeaponOffset;
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CurX = BaseX+i*WeaponOffset;
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CurY = BaseY;
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CurY = BaseY;
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if ( !wslots[i] )
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if ( !wslots[i] )
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UTDrawTintedTex(Slots[i],2*hudsize*weaponsize,-1,tintcolor/2);
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UTDrawTintedTex(Slots[i],2*hudsize*weaponsize,-1,halftint);
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else if ( (i != cwslot) && (i != pwslot) )
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else if ( (i != cwslot) && (i != pwslot) )
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if ( !UTDrawWeaponIcon(wslots[i],false,hudsize*weaponsize) )
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if ( !UTDrawWeaponIcon(wslots[i],false,hudsize*weaponsize) )
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UTDrawTintedTex(Slots[i],2*hudsize*weaponsize,-1,tintcolor/2);
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UTDrawTintedTex(Slots[i],2*hudsize*weaponsize,-1,halftint);
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}
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}
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for ( int i=0; i<10; i++ )
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for ( int i=0; i<10; i++ )
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{
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{
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