Drop shadows on Alt HUD for consistency.
This commit is contained in:
parent
958a32c28e
commit
d8d3fa8ba2
142 changed files with 174 additions and 158 deletions
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@ -4,6 +4,7 @@
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Class Ynykron : SWWMWeapon
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{
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transient ui DynamicValueInterpolator ChargeInter;
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transient ui SmoothDynamicValueInterpolator AltChargeInter;
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enum EChargeState
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{
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@ -31,6 +32,8 @@ Class Ynykron : SWWMWeapon
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Super.HudTick();
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if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(int(chargelevel*10),.5,1,400);
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ChargeInter.Update(int(chargelevel*10));
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if ( !AltChargeInter ) AltChargeInter = SmoothDynamicValueInterpolator.Create(chargelevel*10,.5,1.,400.);
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AltChargeInter.Update(chargelevel*10);
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if ( lastmode && (lastmode != inverted+1) && (Owner.player == players[consoleplayer]) )
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{
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let bar = SWWMStatusBar(statusbar);
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@ -50,6 +50,7 @@ Class DeepImpact : SWWMWeapon
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bool charging;
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transient ui DynamicValueInterpolator ChargeInter;
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transient ui SmoothDynamicValueInterpolator AltChargeInter;
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transient int failtime;
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Property ClipCount : clipcount;
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@ -59,6 +60,8 @@ Class DeepImpact : SWWMWeapon
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Super.HudTick();
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if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(clipcount,.5,1,25);
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ChargeInter.Update(clipcount);
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if ( !AltChargeInter ) AltChargeInter = SmoothDynamicValueInterpolator.Create(clipcount,.5,1.,25.);
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AltChargeInter.Update(clipcount);
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}
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override bool ReportHUDAmmo()
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@ -225,6 +225,7 @@ Class SilverBullet : SWWMWeapon
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int nkills;
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transient ui DynamicValueInterpolator ZoomInter;
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transient ui SmoothDynamicValueInterpolator AltZoomInter;
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bool zoomed;
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double zoomlevel;
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@ -249,6 +250,8 @@ Class SilverBullet : SWWMWeapon
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Super.HudTick();
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if ( !ZoomInter ) ZoomInter = DynamicValueInterpolator.Create(int(zoomlevel*10),.5,1,20);
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ZoomInter.Update(int(zoomlevel*10));
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if ( !AltZoomInter ) AltZoomInter = SmoothDynamicValueInterpolator.Create(zoomlevel*10,.5,1.,20.);
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AltZoomInter.Update(zoomlevel*10);
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if ( lastammo && (lastammo != fcbselected+1) && (Owner.player == players[consoleplayer]) )
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{
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let bar = SWWMStatusBar(statusbar);
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@ -9,11 +9,12 @@ extend Class DeepImpact
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{
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if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/DeepImpactDisplay.png",TexMan.Type_Any);
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if ( !AltAmmoBar ) AltAmmoBar = TexMan.CheckForTexture("graphics/AltHUD/DeepImpactBar.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-7,by-24,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int chg = clamp(ChargeInter?ChargeInter.GetValue():clipcount,0,100);
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int ct = int(((by-2)-(chg*20./100.))*hs);
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Screen.DrawTexture(AltWeaponBox,false,bx-8,by-25,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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double chg = clamp(AltChargeInter?AltChargeInter.GetValue(TicFrac):clipcount,0.,100.);
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double ch = chg*20./100.;
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bool blinking = (failtime>gametic)&&((failtime-gametic)%8>=4);
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Screen.DrawTexture(AltAmmoBar,false,bx-5,by-22,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipTop,ct,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0));
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Screen.DrawTexture(AltAmmoBar,false,bx-5,by-(2+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcY,20.-ch,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,Color(255,0,0,0));
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Screen.DrawTexture(AltAmmoBar,false,bx-6,by-(3+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcY,20.-ch,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0));
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}
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}
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@ -26,9 +27,9 @@ extend Class ExplodiumGun
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{
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if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumDisplay.png",TexMan.Type_Any);
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if ( !AltRoundTex ) AltRoundTex = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumRound.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-9,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-7,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-7,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-10,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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extend Class DualExplodiumGun
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@ -39,12 +40,12 @@ extend Class DualExplodiumGun
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{
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if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumDisplay.png",TexMan.Type_Any);
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if ( !AltRoundTex ) AltRoundTex = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumRound.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-20,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-18,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-18,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-9,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( ExplodiumGun(SisterWeapon).chambered ) Screen.DrawTexture(AltRoundTex,false,bx-7,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<ExplodiumGun(SisterWeapon).clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-7,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-22,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-20,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-20,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-10,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( ExplodiumGun(SisterWeapon).chambered ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<ExplodiumGun(SisterWeapon).clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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@ -63,12 +64,12 @@ extend Class Spreadgun
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if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/ShellPurple.png",TexMan.Type_Any);
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if ( !AltRoundTex[4] ) AltRoundTex[4] = TexMan.CheckForTexture("graphics/AltHUD/ShellBlack.png",TexMan.Type_Any);
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if ( !AltRoundTex[5] ) AltRoundTex[5] = TexMan.CheckForTexture("graphics/AltHUD/ShellGold.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-9,by-6,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-10,by-7,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( !chambered ) return;
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for ( int i=0; i<6; i++ )
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{
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if ( loadammo != types[i] ) continue;
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Screen.DrawTexture(AltRoundTex[i],false,bx-7,by-4,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(fired?128:0,0,0,0));
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Screen.DrawTexture(AltRoundTex[i],false,bx-8,by-5,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(fired?128:0,0,0,0));
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break;
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}
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}
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@ -88,17 +89,17 @@ extend Class Wallbuster
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if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/ShellBlue.png",TexMan.Type_Any);
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if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/ShellPurple.png",TexMan.Type_Any);
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if ( !AltCursorTex ) AltCursorTex = TexMan.CheckForTexture("graphics/AltHUD/WallbusterCursor.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-11,by-70,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int curpos = 68-(rotation[5]*14+rotation[rotation[5]]*2);
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Screen.DrawTexture(AltCursorTex,false,bx-9,by-curpos,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-12,by-75,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int curpos = 73-(rotation[5]*15+rotation[rotation[5]]*2);
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Screen.DrawTexture(AltCursorTex,false,bx-10,by-curpos,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<25; i++ )
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{
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curpos = 68-(i*2+(i/5)*4);
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curpos = 73-(i*2+(i/5)*5);
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if ( !loaded[i] ) continue;
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for ( int j=0; j<4; j++ )
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{
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if ( loaded[i] != types[j] ) continue;
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Screen.DrawTexture(AltRoundTex[j],false,bx-7,by-curpos,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(fired[i]?128:0,0,0,0));
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Screen.DrawTexture(AltRoundTex[j],false,bx-8,by-curpos,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(fired[i]?128:0,0,0,0));
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break;
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}
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}
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@ -116,9 +117,9 @@ extend Class Eviscerator
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if ( !AltRoundTex ) AltRoundTex = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorRound.png",TexMan.Type_Any);
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if ( !AltSpreadIcon[0] ) AltSpreadIcon[0] = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorWide.png",TexMan.Type_Any);
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if ( !AltSpreadIcon[1] ) AltSpreadIcon[1] = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorTight.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-9,by-18,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltRoundTex,false,bx-7,by-7,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,chambered?Color(0,0,0,0):Color(128,0,0,0));
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Screen.DrawTexture(AltSpreadIcon[extended],false,bx-7,by-16,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-10,by-20,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltRoundTex,false,bx-8,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,chambered?Color(0,0,0,0):Color(128,0,0,0));
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Screen.DrawTexture(AltSpreadIcon[extended],false,bx-8,by-18,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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@ -135,7 +136,7 @@ extend Class Hellblazer
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if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerCrackshot.png",TexMan.Type_Any);
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if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerRavager.png",TexMan.Type_Any);
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if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerWarhead.png",TexMan.Type_Any);
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Screen.DrawTexture(AltWeaponBox,false,bx-12,by-28,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-13,by-29,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int curtype = 0;
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for ( int i=0; i<4; i++ )
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{
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@ -143,37 +144,37 @@ extend Class Hellblazer
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curtype = i;
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break;
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}
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int yy = 26;
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int yy = 27;
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switch ( curtype )
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{
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case 0:
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for ( int i=0; i<6; i++ )
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{
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Screen.DrawTexture(AltRoundTex[0],false,bx-10,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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Screen.DrawTexture(AltRoundTex[0],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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yy -= 4;
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}
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break;
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case 1:
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yy = 24;
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yy = 25;
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for ( int i=0; i<3; i++ )
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{
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Screen.DrawTexture(AltRoundTex[1],false,bx-10,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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Screen.DrawTexture(AltRoundTex[1],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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yy -= 8;
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}
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break;
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case 2:
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yy = 24;
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yy = 25;
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for ( int i=0; i<3; i++ )
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{
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Screen.DrawTexture(AltRoundTex[2],false,bx-10,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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Screen.DrawTexture(AltRoundTex[2],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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yy -= 8;
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}
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break;
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case 3:
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yy = 22;
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yy = 23;
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for ( int i=0; i<2; i++ )
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{
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Screen.DrawTexture(AltRoundTex[3],false,bx-10,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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Screen.DrawTexture(AltRoundTex[3],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0);
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yy -= 12;
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}
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break;
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@ -194,36 +195,36 @@ extend Class Sparkster
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bool blinking = (failtime>gametic)&&((failtime-gametic)%16>=8);
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if ( doublestacc )
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{
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Screen.DrawTexture(AltWeaponBox,false,bx-6,by-24,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-6,by-12,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-7,by-26,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawTexture(AltWeaponBox,false,bx-7,by-13,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( nomag ) return;
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bool bRed;
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int yy = 22;
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int yy = 24;
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for ( int i=0; i<8; i++ )
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{
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if ( clipcount <= i ) Screen.DrawTexture(AltRoundTex[0],false,bx-4,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Desaturate,255,DTA_ColorOverlay,Color(160,0,0,0));
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else
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{
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bRed = ((i>=4)&&(clipcount<6)||(i<4)&&(clipcount<2));
|
||||
Screen.DrawTexture(AltRoundTex[bRed],false,bx-4,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(blinking?96:0,0,0,0));
|
||||
Screen.DrawTexture(AltRoundTex[bRed],false,bx-5,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(blinking?96:0,0,0,0));
|
||||
}
|
||||
yy -= 2;
|
||||
if ( i == 3 ) yy -= 4;
|
||||
if ( i == 3 ) yy -= 5;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Screen.DrawTexture(AltWeaponBox,false,bx-6,by-12,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
Screen.DrawTexture(AltWeaponBox,false,bx-7,by-13,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( nomag ) return;
|
||||
bool bRed;
|
||||
int yy = 10;
|
||||
int yy = 11;
|
||||
for ( int i=0; i<4; i++ )
|
||||
{
|
||||
if ( clipcount <= i ) Screen.DrawTexture(AltRoundTex[0],false,bx-4,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Desaturate,255,DTA_ColorOverlay,Color(160,0,0,0));
|
||||
if ( clipcount <= i ) Screen.DrawTexture(AltRoundTex[0],false,bx-5,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Desaturate,255,DTA_ColorOverlay,Color(160,0,0,0));
|
||||
else
|
||||
{
|
||||
bRed = (clipcount<2);
|
||||
Screen.DrawTexture(AltRoundTex[bRed],false,bx-4,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(blinking?96:0,0,0,0));
|
||||
Screen.DrawTexture(AltRoundTex[bRed],false,bx-5,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(blinking?96:0,0,0,0));
|
||||
}
|
||||
yy -= 2;
|
||||
}
|
||||
|
|
@ -245,17 +246,18 @@ extend Class SilverBullet
|
|||
if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletFCB.png",TexMan.Type_Any);
|
||||
if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletXSBCasing.png",TexMan.Type_Any);
|
||||
if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletFCBCasing.png",TexMan.Type_Any);
|
||||
int zl = clamp(ZoomInter?ZoomInter.GetValue():int(zoomlevel*10),0,160);
|
||||
if ( zl >= 10 )
|
||||
double zl = clamp(AltZoomInter?AltZoomInter.GetValue(TicFrac):(zoomlevel*10),0.,160.);
|
||||
if ( zl >= 10. )
|
||||
{
|
||||
Screen.DrawTexture(AltWeaponBox[1],false,bx-14,by-26,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
Screen.DrawTexture(AltWeaponBox[1],false,bx-15,by-28,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
double zw = zl*10./160.;
|
||||
Screen.DrawTexture(AltZoomBar,false,bx-12,by-24,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw);
|
||||
Screen.DrawTexture(AltZoomBar,false,bx-12,by-25,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw,DTA_ColorOverlay,Color(255,0,0,0));
|
||||
Screen.DrawTexture(AltZoomBar,false,bx-13,by-26,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw);
|
||||
}
|
||||
Screen.DrawTexture(AltWeaponBox[0],false,bx-14,by-17,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( chambered ) Screen.DrawTexture(AltRoundTex[fcbchambered+fired*2],false,bx-12,by-15,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
Screen.DrawTexture(AltWeaponBox[0],false,bx-15,by-18,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( chambered ) Screen.DrawTexture(AltRoundTex[fcbchambered+fired*2],false,bx-13,by-16,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
for ( int i=0; i<clipcount; i++ )
|
||||
Screen.DrawTexture(AltRoundTex[fcbloaded],false,bx-12,by-(12-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
Screen.DrawTexture(AltRoundTex[fcbloaded],false,bx-13,by-(13-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -268,9 +270,9 @@ extend Class CandyGun
|
|||
{
|
||||
if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumDisplay.png",TexMan.Type_Any);
|
||||
if ( !AltRoundTex ) AltRoundTex = TexMan.CheckForTexture("graphics/AltHUD/CandyRound.png",TexMan.Type_Any);
|
||||
Screen.DrawTexture(AltWeaponBox,false,bx-9,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-7,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
for ( int i=0; i<clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-7,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
Screen.DrawTexture(AltWeaponBox,false,bx-10,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
for ( int i=0; i<clipcount; i++ ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-(16-i*2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -286,10 +288,11 @@ extend Class Ynykron
|
|||
if ( !AltChargeBar[1] ) AltChargeBar[1] = TexMan.CheckForTexture("graphics/AltHUD/YnykronBarVortex.png",TexMan.Type_Any);
|
||||
if ( !AltBoxSide[0] ) AltBoxSide[0] = TexMan.CheckForTexture("graphics/AltHUD/YnykronIconBeam.png",TexMan.Type_Any);
|
||||
if ( !AltBoxSide[1] ) AltBoxSide[1] = TexMan.CheckForTexture("graphics/AltHUD/YnykronIconVortex.png",TexMan.Type_Any);
|
||||
Screen.DrawTexture(AltWeaponBox,false,bx-9,by-38,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
int chg = clamp(ChargeInter?ChargeInter.GetValue():int(chargelevel*10),0,400);
|
||||
int ct = int(((by-2)-chg/16.)*hs);
|
||||
Screen.DrawTexture(AltBoxSide[inverted],false,bx-7,by-36,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,clipcount?Color(0,0,0,0):Color(128,0,0,0));
|
||||
Screen.DrawTexture(AltChargeBar[inverted],false,bx-7,by-27,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(chargestate==CS_READY)?Color(int(clamp(sin((level.maptime+TicFrac)*8)*40+24,0.,64.)),255,255,255):Color(0,0,0,0),DTA_ClipTop,ct);
|
||||
Screen.DrawTexture(AltWeaponBox,false,bx-10,by-40,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
|
||||
double chg = clamp(AltChargeInter?AltChargeInter.GetValue(TicFrac):(chargelevel*10),0.,400.);
|
||||
double ch = chg/16.;
|
||||
Screen.DrawTexture(AltBoxSide[inverted],false,bx-8,by-38,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,clipcount?Color(0,0,0,0):Color(128,0,0,0));
|
||||
Screen.DrawTexture(AltChargeBar[inverted],false,bx-7,by-(2+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcY,25.-ch,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,Color(255,0,0,0));
|
||||
Screen.DrawTexture(AltChargeBar[inverted],false,bx-8,by-(3+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcY,25.-ch,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,(chargestate==CS_READY)?Color(int(clamp(sin((level.maptime+TicFrac)*8)*40+24,0.,64.)),255,255,255):Color(0,0,0,0));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue