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o Fixed issue with some HUD icons rendered too brightly.
o Changed the order the upgrade icons are drawn so it looks more like a stack. git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@453 67975925-1194-0748-b3d5-c16f83f1a3a1
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084eb4714a
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1 changed files with 4 additions and 4 deletions
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@ -3355,7 +3355,7 @@ void AvHHud::RenderMarineUI()
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AvHSpriteSetRenderMode(kRenderTransAdd);
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AvHSpriteEnableClippingRect(false);
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AvHSpriteSetColor(1, 1, 1, this->GetGammaSlope());
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AvHSpriteSetColor(1, 1, 1);
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AvHSpriteDraw(mMarineUpgradesSprite, 0, x1, y1, x2, y2, theStartU, theStartV, theEndU, theEndV);
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}
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@ -3387,7 +3387,7 @@ void AvHHud::RenderMarineUI()
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AvHSpriteSetRenderMode(kRenderTransAdd);
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AvHSpriteEnableClippingRect(false);
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AvHSpriteSetColor(1, 1, 1, this->GetGammaSlope());
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AvHSpriteSetColor(1, 1, 1);
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AvHSpriteDraw(mMarineUpgradesSprite, theFrame, x1, y1, x2, y2, theStartU, theStartV, theEndU, theEndV);
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}
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}
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@ -3934,7 +3934,7 @@ void AvHHud::RenderAlienUI()
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theNumDrawnInCategory[theCategory]++;
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int theLevelOfUpgrade = AvHGetAlienUpgradeLevel(theUpgradeVar, theUpgradeMask);
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for(int theLevel = 0; theLevel < theLevelOfUpgrade; theLevel++)
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for(int theLevel = theLevelOfUpgrade; theLevel > 0; theLevel--)
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{
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// Draw them slightly overlapping
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const float kOffset = .01f;
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@ -3971,7 +3971,7 @@ void AvHHud::RenderAlienUI()
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numSprites=this->mNumMovement;
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break;
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}
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for ( int j=0; j< numSprites; j++ ) {
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for ( int j = numSprites; j > 0; j-- ) {
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const float kOffset = .01f;
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int theFrame = theCategory-1;
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