Dispersion Pistol fully implemented.

Jump boots (mostly) implemented (replacement feature not done yet).
Various adjustments.
DamNums coloring support.
This commit is contained in:
Marisa the Magician 2019-09-02 21:17:03 +02:00
commit ce68db4b36
22 changed files with 822 additions and 36 deletions

View file

@ -106,7 +106,7 @@ Class UnrealHUD : BaseStatusBar
OldAmmo[15] = "Big083";
OldAmmo[16] = "Smini083";
OldAmmo[17] = "Peace083";
OldAmmoType[0] = "DispersionAmmo";
OldAmmoType[0] = "DefaultAmmo";
OldAmmoType[1] = "UMiniAmmo";
OldAmmoType[2] = "StingerAmmo";
OldAmmoType[3] = "AsmdAmmo";
@ -233,7 +233,7 @@ Class UnrealHUD : BaseStatusBar
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
}
if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) && (UnrealInventory(i).Charge < UnrealInventory(i).DefaultCharge) )
if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) )
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.));
else if ( (i is 'UTArmor') && !HudMode )
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.));