Quadravol HUD display (with Xekkas numerals, for fun).
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fonts/XekkasNum/0030.png
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After Width: | Height: | Size: 113 B |
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fonts/XekkasNum/0031.png
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After Width: | Height: | Size: 104 B |
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fonts/XekkasNum/0032.png
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After Width: | Height: | Size: 116 B |
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fonts/XekkasNum/0033.png
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After Width: | Height: | Size: 111 B |
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fonts/XekkasNum/0034.png
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After Width: | Height: | Size: 119 B |
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fonts/XekkasNum/0035.png
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After Width: | Height: | Size: 108 B |
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fonts/XekkasNum/0036.png
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After Width: | Height: | Size: 119 B |
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fonts/XekkasNum/0037.png
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After Width: | Height: | Size: 112 B |
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fonts/XekkasNum/0038.png
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After Width: | Height: | Size: 120 B |
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fonts/XekkasNum/0039.png
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After Width: | Height: | Size: 111 B |
3
fonts/XekkasNum/font.inf
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@ -0,0 +1,3 @@
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TranslationType Standard
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SpaceWidth 4
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FontHeight 6
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@ -177,7 +177,7 @@ Object GoldShell
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PointLight QUADAMMOLIGHT
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PointLight QUADAMMOLIGHT
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{
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{
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Color 0.4 0.25 0.0
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Color 1.0 0.8 0.4
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Size 20
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Size 20
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Offset 0 16 0
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Offset 0 16 0
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Attenuate 1
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Attenuate 1
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Before Width: | Height: | Size: 157 B After Width: | Height: | Size: 197 B |
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@ -1,3 +1,3 @@
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[default]
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r320 \cu(Sat 13 Aug 20:54:14 CEST 2022)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r321 \cu(Sun 14 Aug 16:54:55 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r320 \cu(2022-08-13 20:54:14)\c-";
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SWWM_SHORTVER="\cw1.3pre r321 \cu(2022-08-14 16:54:55)\c-";
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Before Width: | Height: | Size: 8.1 KiB After Width: | Height: | Size: 9.5 KiB |
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Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 3.1 KiB |
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@ -78,8 +78,20 @@ extend Class HeavyMahSheenGun
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// Quadravol
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// Quadravol
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extend Class Quadravol
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extend Class Quadravol
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{
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{
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ui TextureID WeaponBox, BulletTex[2];
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ui Font ChargeFont;
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override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss )
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override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss )
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{
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{
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if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/QuadravolDisplay.png",TexMan.Type_Any);
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if ( !BulletTex[0] ) BulletTex[0] = TexMan.CheckForTexture("graphics/HUD/QuadravolRound.png",TexMan.Type_Any);
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if ( !BulletTex[1] ) BulletTex[1] = TexMan.CheckForTexture("graphics/HUD/QuadravolCasing.png",TexMan.Type_Any);
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if ( !ChargeFont ) ChargeFont = Font.GetFont('XekkasNum');
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Screen.DrawTexture(WeaponBox,false,bx-16,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<clipcount; i++ )
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Screen.DrawTexture(BulletTex[0],false,bx-6,by-(10+i*8),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( chambered ) Screen.DrawTexture(BulletTex[charged],false,bx-14,by-10,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawText(ChargeFont,Font.CR_UNTRANSLATED,bx-14,by-20,String.Format("%d",chargelevel),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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// PLACEHOLDER
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// PLACEHOLDER
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String str = "THIS WEAPON IS NOT YET FUNCTIONAL";
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String str = "THIS WEAPON IS NOT YET FUNCTIONAL";
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Screen.DrawText(NewSmallFont,Font.CR_RED,(Screen.GetWidth()-NewSmallFont.StringWidth(str)*CleanXFac_1)/2,Screen.GetHeight()-(swwm_hudmargin*hs+NewSmallFont.GetHeight()*CleanYFac_1),str,DTA_CleanNoMove_1,true);
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Screen.DrawText(NewSmallFont,Font.CR_RED,(Screen.GetWidth()-NewSmallFont.StringWidth(str)*CleanXFac_1)/2,Screen.GetHeight()-(swwm_hudmargin*hs+NewSmallFont.GetHeight()*CleanYFac_1),str,DTA_CleanNoMove_1,true);
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@ -21,7 +21,7 @@ Class Quadravol : SWWMWeapon
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if ( !AmmoLedCharge ) AmmoLedCharge = TexMan.CheckForTexture("models/QuadLEDCharge.png",TexMan.Type_Any);
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if ( !AmmoLedCharge ) AmmoLedCharge = TexMan.CheckForTexture("models/QuadLEDCharge.png",TexMan.Type_Any);
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AmmoLed.Clear(0,0,64,64,0xFF101033);
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AmmoLed.Clear(0,0,64,64,0xFF101033);
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AmmoLed.DrawTexture(AmmoLedBase,false,0,0,DTA_LegacyRenderStyle,STYLE_Add,DTA_Color,0xFF00FFFF);
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AmmoLed.DrawTexture(AmmoLedBase,false,0,0,DTA_LegacyRenderStyle,STYLE_Add,DTA_Color,0xFF00FFFF);
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Vector3 lainbow = SWWMUtility.HSVToRGB(((5-chargelevel)/7.5,1.,1.));
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Vector3 lainbow = SWWMUtility.HSVToRGB((.5+(chargelevel-1)/8.,1.,1.));
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Color col = Color(255,int(lainbow.x*255),int(lainbow.y*255),int(lainbow.z*255));
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Color col = Color(255,int(lainbow.x*255),int(lainbow.y*255),int(lainbow.z*255));
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AmmoLed.DrawTexture(AmmoLedCharge,false,12,4,DTA_SrcX,(chargelevel%4)*64,DTA_SrcY,(chargelevel/4)*64,DTA_SrcWidth,40,DTA_SrcHeight,40,DTA_DestWidth,40,DTA_DestHeight,40,DTA_LegacyRenderStyle,STYLE_Add,DTA_Color,(chargelevel>0)?col:0xFF00FF00);
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AmmoLed.DrawTexture(AmmoLedCharge,false,12,4,DTA_SrcX,(chargelevel%4)*64,DTA_SrcY,(chargelevel/4)*64,DTA_SrcWidth,40,DTA_SrcHeight,40,DTA_DestWidth,40,DTA_DestHeight,40,DTA_LegacyRenderStyle,STYLE_Add,DTA_Color,(chargelevel>0)?col:0xFF00FF00);
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for ( int i=0; i<clipcount; i++ ) AmmoLed.DrawTexture(AmmoLedRound,false,36-8*i,52,DTA_LegacyRenderStyle,STYLE_Add,DTA_Color,0xFF0000FF);
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for ( int i=0; i<clipcount; i++ ) AmmoLed.DrawTexture(AmmoLedRound,false,36-8*i,52,DTA_LegacyRenderStyle,STYLE_Add,DTA_Color,0xFF0000FF);
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