- allow all DHUDMessage calls to substitute SmallFont
This is a preparation for setting a generic HUD mode where all these should be able to use the VGA font instead, and not just C_MidPrint.
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parent
8b0dd1376f
commit
fe37c3bc4f
10 changed files with 50 additions and 47 deletions
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@ -350,7 +350,7 @@ CCMD (weapnext)
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// [BC] Option to display the name of the weapon being cycled to.
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(SmallFont, SendItemUse->GetTag(),
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
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1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' ));
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}
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if (SendItemUse != players[consoleplayer].ReadyWeapon)
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@ -376,7 +376,7 @@ CCMD (weapprev)
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// [BC] Option to display the name of the weapon being cycled to.
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if ((displaynametags & 2) && StatusBar && SmallFont && SendItemUse)
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{
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(SmallFont, SendItemUse->GetTag(),
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, SendItemUse->GetTag(),
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1.5f, 0.90f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID( 'W', 'E', 'P', 'N' ));
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}
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if (SendItemUse != players[consoleplayer].ReadyWeapon)
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@ -389,7 +389,7 @@ static void DisplayNameTag(AActor *actor)
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{
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auto tag = actor->GetTag();
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if ((displaynametags & 1) && StatusBar && SmallFont)
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(SmallFont, tag,
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StatusBar->AttachMessage(Create<DHUDMessageFadeOut>(nullptr, tag,
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1.5f, 0.80f, 0, 0, (EColorRange)*nametagcolor, 2.f, 0.35f), MAKE_ID('S', 'I', 'N', 'V'));
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}
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