Tiny tweak to generic ammo display to match sidemods.
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cc1f1b8577
commit
5a53f52472
2 changed files with 13 additions and 9 deletions
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@ -264,34 +264,38 @@ extend Class SWWMStatusBar
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// generic display
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double xx = ss.x-(xmargin+bx+2), yy = ss.y-(ymargin+22);
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String str;
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int len;
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int dlen, dcnt;
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if ( CPlayer.ReadyWeapon.Ammo2 && (CPlayer.ReadyWeapon.Ammo2 != CPlayer.ReadyWeapon.Ammo1) )
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{
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str = String.Format("%d",CPlayer.ReadyWeapon.Ammo2.Amount);
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len = str.Length();
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dlen = 1+int(Log10(max(1,CPlayer.ReadyWeapon.Ammo2.MaxAmount)));
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str = String.Format("%*d",dlen,CPlayer.ReadyWeapon.Ammo2.Amount);
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yy -= 12;
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Screen.DrawTexture(GenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<len; i++ )
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for ( int i=0; i<dlen; i++ )
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{
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xx -= 4;
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Screen.DrawTexture(GenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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Screen.DrawTexture(GenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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dcnt = (dlen-1)-int(Log10(max(1,CPlayer.ReadyWeapon.Ammo2.Amount)));
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for ( int i=0; i<dlen; i++ ) Screen.DrawChar(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx+i*4,yy+2,0x30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,0xA0000000);
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Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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yy += 12;
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}
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xx = ss.x-(xmargin+bx+2);
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if ( CPlayer.ReadyWeapon.Ammo1 )
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{
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str = String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount);
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len = str.Length();
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dlen = 1+int(Log10(max(1,CPlayer.ReadyWeapon.Ammo1.MaxAmount)));
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str = String.Format("%*d",dlen,CPlayer.ReadyWeapon.Ammo1.Amount);
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Screen.DrawTexture(GenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<len; i++ )
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for ( int i=0; i<dlen; i++ )
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{
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xx -= 4;
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Screen.DrawTexture(GenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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Screen.DrawTexture(GenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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dcnt = (dlen-1)-int(Log10(max(1,CPlayer.ReadyWeapon.Ammo1.Amount)));
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for ( int i=0; i<dlen; i++ ) Screen.DrawChar(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx+i*4,yy+2,0x30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,0xA0000000);
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Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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