Fixed incorrect fullscreen hud scaling (default scale/scale to fullscreen were swapped by mistake).
Fixed inventory bar having a blank space to the right if no next item is present (tends to happen when you only have two items). Added "no pistol at spawn" option. Added a hint of another prototype feature.
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ccc6c50f95
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6 changed files with 136 additions and 10 deletions
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@ -153,8 +153,8 @@ Class UnrealHUD : BaseStatusBar
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FracTic = TicFrac;
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HudMode = CVar.GetCVar('stinger_hudmode',players[consoleplayer]).GetInt();
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scalev.x = scalev.y = CVar.GetCVar('hud_scale',players[consoleplayer]).GetInt();
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if ( scalev.x == 0 ) scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.)); // the typical behavior is scaling to 640x400 but we're expecting 4:3 here
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else if ( scalev.x < 0 )
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if ( scalev.x < 0 ) scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.)); // the typical behavior is scaling to 640x400 but we're expecting 4:3 here
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else if ( scalev.x == 0 )
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{
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scalev.x = CleanXFac_1;
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scalev.y = CleanYFac_1;
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@ -201,7 +201,7 @@ Class UnrealHUD : BaseStatusBar
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CurY = TempY;
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}
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private void DrawIconValue( int n )
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private void DrawIconValue( int n, bool bIsArmor = false )
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{
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if ( !HudMode || (HudMode == 3) ) return;
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double TempX = CurX, TempY = CurY;
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@ -237,7 +237,7 @@ Class UnrealHUD : BaseStatusBar
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}
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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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else if ( (i is 'UTArmor') && ((HudMode == 0) || (HudMode == 3)) )
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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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}
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@ -372,6 +372,7 @@ Class UnrealHUD : BaseStatusBar
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if ( (HUDMode == 5) || !SelectedItem ) return;
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Count++;
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if ( Count > 20 ) Count = 0;
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if ( !Next && !bDrawOne ) x += 32; // this was missing from the original, causing a gap when there's only two items in the inventory
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if ( Prev )
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{
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bRed = ((Prev is 'UnrealInventory') && UnrealInventory(Prev).bActive) || (Prev is 'Powerup') || ((Prev is 'UTranslator') && bFlashTranslator);
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@ -579,14 +580,14 @@ Class UnrealHUD : BaseStatusBar
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// Display Frag count
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if ( HudMode < 3 ) DrawFragCount(ClipX-32,ClipY-64);
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else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64);
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else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32);
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else if ( HudMode == 4 ) DrawFragCount(ClipX-96,ClipY-32);
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}
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else
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{
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// Display Keys
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if ( HudMode < 3 ) DrawKeys(ClipX-(deathmatch?48:16),ClipY-48);
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else if ( HudMode == 3 ) DrawKeys(deathmatch?32:0,ClipY-48,true);
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else if ( HudMode == 4 ) DrawKeys(deathmatch?32:0,ClipY-16,true);
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if ( HudMode < 3 ) DrawKeys(ClipX-16,ClipY-48);
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else if ( HudMode == 3 ) DrawKeys(0,ClipY-48,true);
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else if ( HudMode == 4 ) DrawKeys(ClipX-80,ClipY-16);
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}
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}
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@ -744,7 +745,7 @@ Class UnrealHUD : BaseStatusBar
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override bool DrawChat( String txt )
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{
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int xpos = 4*CleanXFac_1;
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int ypos = (screenblocks<=10)?GetTopOfStatusBar():(Screen.GetHeight()-((screenblocks>11)?0:int(32*scalev.y)));
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int ypos = ((screenblocks<=10)||automapactive)?GetTopOfStatusBar():(Screen.GetHeight()-((screenblocks>11)?0:int(32*scalev.y)));
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ypos -= (WhiteFont.GetHeight()+4)*CleanYFac_1;
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String fullstr = String.Format("(> Say %s%s",txt,WhiteFont.GetCursor());
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// cut out until it fits
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@ -803,7 +804,7 @@ Class UnrealHUD : BaseStatusBar
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[tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
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double swidth = 0;
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double ltop = 0, rtop = 0;
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if ( (HudMode < 6) && CPlayer.mo.InvSel )
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if ( (HudMode < 5) && CPlayer.mo.InvSel )
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rtop += (32*scalev.y)/scale.Y;
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double cbottom = GetTopOfStatusBar()-textdist;
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int protrusion = GetProtrusion(swidth/hres);
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