Oh boy, it begins.
Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
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71 changed files with 1949 additions and 73 deletions
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@ -233,7 +233,7 @@ Class UnrealHUD : BaseStatusBar
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Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
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Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
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}
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if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) )
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if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) && (UnrealInventory(i).bActive || (UnrealInventory(i).Charge < UnrealInventory(i).DefaultCharge)) )
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Screen.DrawTexture(HudLine,false,CurX+2,CurY+29,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(UnrealInventory(i).Charge/double(UnrealInventory(i).DefaultCharge)),28.));
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else if ( (i is 'UTArmor') && !HudMode )
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Screen.DrawTexture(HudLine,false,CurX+2,CurY+29,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(i.Amount/double(i.MaxAmount)),28.));
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