Translocator implemented. Tweaked some little things about the HUD, too.
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217dbd0fda
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9 changed files with 619 additions and 6 deletions
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@ -179,13 +179,12 @@ Class UTHud : BaseStatusBar
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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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}
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private bool UTDrawWeaponIcon( Weapon w, bool use, bool pending, double sx = 1.0 )
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private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 )
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{
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for ( int i=0; i<14; i++ )
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{
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if ( !(w is IconClasses[i]) ) continue;
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if ( use ) UTDrawTintedTex(Uses[i],sx);
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else if ( pending ) UTDrawTintedTex(Icons[i],sx);
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else UTDrawTintedTex(Icons[i],sx,tintcolor/2);
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return true;
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}
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@ -317,7 +316,7 @@ Class UTHud : BaseStatusBar
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int slot = cw.SlotNumber?(cw.SlotNumber-1):9;
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CurX = BaseX+slot*WeaponOffset;
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CurY = BaseY;
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UTDrawWeaponIcon(cw,true,false,0.8);
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UTDrawWeaponIcon(cw,true,0.8);
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CurX = BaseX+slot*WeaponOffset;
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CurY = BaseY;
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UTDrawPlainTex(WeaponBox,0.8);
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@ -329,6 +328,9 @@ Class UTHud : BaseStatusBar
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CurY = BaseY-32*WeapScale;
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DrawColor = GoldColor;
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UTDrawColorTex(Flash,0.8);
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CurX = BaseX+slot*WeaponOffset;
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CurY = BaseY;
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UTDrawWeaponIcon(pw,true,0.8);
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}
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Weapon wslots[10];
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for ( Inventory i = CPlayer.mo.Inv; i; i=i.Inv )
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@ -348,8 +350,8 @@ Class UTHud : BaseStatusBar
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CurY = BaseY;
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if ( !wslots[i] )
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UTDrawTintedTex(Slots[i],1.6,tintcolor/2);
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else if ( wslots[i] != cw )
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if ( !UTDrawWeaponIcon(wslots[i],false,wslots[i]==pw,0.8) )
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else if ( (wslots[i] != cw) && (wslots[i] != pw) )
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if ( !UTDrawWeaponIcon(wslots[i],false,0.8) )
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UTDrawTintedTex(Slots[i],1.6,tintcolor/2);
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}
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for ( int i=0; i<10; i++ )
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