Translocator implemented. Tweaked some little things about the HUD, too.

This commit is contained in:
Marisa the Magician 2018-05-27 01:28:35 +02:00
commit a14e43481b
9 changed files with 619 additions and 6 deletions

View file

@ -179,13 +179,12 @@ Class UTHud : BaseStatusBar
Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha);
}
private bool UTDrawWeaponIcon( Weapon w, bool use, bool pending, double sx = 1.0 )
private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 )
{
for ( int i=0; i<14; i++ )
{
if ( !(w is IconClasses[i]) ) continue;
if ( use ) UTDrawTintedTex(Uses[i],sx);
else if ( pending ) UTDrawTintedTex(Icons[i],sx);
else UTDrawTintedTex(Icons[i],sx,tintcolor/2);
return true;
}
@ -317,7 +316,7 @@ Class UTHud : BaseStatusBar
int slot = cw.SlotNumber?(cw.SlotNumber-1):9;
CurX = BaseX+slot*WeaponOffset;
CurY = BaseY;
UTDrawWeaponIcon(cw,true,false,0.8);
UTDrawWeaponIcon(cw,true,0.8);
CurX = BaseX+slot*WeaponOffset;
CurY = BaseY;
UTDrawPlainTex(WeaponBox,0.8);
@ -329,6 +328,9 @@ Class UTHud : BaseStatusBar
CurY = BaseY-32*WeapScale;
DrawColor = GoldColor;
UTDrawColorTex(Flash,0.8);
CurX = BaseX+slot*WeaponOffset;
CurY = BaseY;
UTDrawWeaponIcon(pw,true,0.8);
}
Weapon wslots[10];
for ( Inventory i = CPlayer.mo.Inv; i; i=i.Inv )
@ -348,8 +350,8 @@ Class UTHud : BaseStatusBar
CurY = BaseY;
if ( !wslots[i] )
UTDrawTintedTex(Slots[i],1.6,tintcolor/2);
else if ( wslots[i] != cw )
if ( !UTDrawWeaponIcon(wslots[i],false,wslots[i]==pw,0.8) )
else if ( (wslots[i] != cw) && (wslots[i] != pw) )
if ( !UTDrawWeaponIcon(wslots[i],false,0.8) )
UTDrawTintedTex(Slots[i],1.6,tintcolor/2);
}
for ( int i=0; i<10; i++ )