HUD_Perks: Draw column at a time instead of weird modulus

This commit is contained in:
Steam Deck User 2023-01-03 21:06:30 -05:00
parent e1b495fd9f
commit dbc68769d1

View file

@ -933,57 +933,55 @@ int current_perk_order;
void HUD_Perks (void)
{
int x, y;
int x, y, scale;
#ifdef VITA
x = 36;
y = 4;
y = 6;
scale = 45;
#else
x = 26;
y = 364;
y = 366;
scale = 30;
#endif // VITA
// Draw Even numbered Perks first -- these need to be
// overlayed below odd numbers/starts of columns.
for (int i = 0; i < 9; i++) {
if (i % 2 == 0) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {Draw_StretchPic(x, y, jugpic, 28, 28);}
if (perk_order[i] == P_DOUBLE) {Draw_StretchPic(x, y, doublepic, 28, 28);}
if (perk_order[i] == P_SPEED) {Draw_StretchPic(x, y, speedpic, 28, 28);}
if (perk_order[i] == P_REVIVE) {Draw_StretchPic(x, y, revivepic, 28, 28);}
if (perk_order[i] == P_FLOP) {Draw_StretchPic(x, y, floppic, 28, 28);}
if (perk_order[i] == P_STAMIN) {Draw_StretchPic(x, y, staminpic, 28, 28);}
if (perk_order[i] == P_DEAD) {Draw_StretchPic(x, y, deadpic, 28, 28);}
if (perk_order[i] == P_MULE) {Draw_StretchPic(x, y, mulepic, 28, 28);}
}
y += 28;
// Draw second column first -- these need to be
// overlayed below the first column.
for (int i = 4; i < 8; i++) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {Draw_StretchPic(x, y, jugpic, scale, scale);}
if (perk_order[i] == P_DOUBLE) {Draw_StretchPic(x, y, doublepic, scale, scale);}
if (perk_order[i] == P_SPEED) {Draw_StretchPic(x, y, speedpic, scale, scale);}
if (perk_order[i] == P_REVIVE) {Draw_StretchPic(x, y, revivepic, scale, scale);}
if (perk_order[i] == P_FLOP) {Draw_StretchPic(x, y, floppic, scale, scale);}
if (perk_order[i] == P_STAMIN) {Draw_StretchPic(x, y, staminpic, scale, scale);}
if (perk_order[i] == P_DEAD) {Draw_StretchPic(x, y, deadpic, scale, scale);}
if (perk_order[i] == P_MULE) {Draw_StretchPic(x, y, mulepic, scale, scale);}
}
y += scale;
}
#ifdef VITA
x = 12;
y = 4;
y = 6;
#else
x = 10;
y = 364;
#endif // VITA
// Now the Odd numbered ones.
for (int i = 0; i < 9; i++) {
if (i % 2 != 0) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {Draw_StretchPic(x, y, jugpic, 28, 28);}
if (perk_order[i] == P_DOUBLE) {Draw_StretchPic(x, y, doublepic, 28, 28);}
if (perk_order[i] == P_SPEED) {Draw_StretchPic(x, y, speedpic, 28, 28);}
if (perk_order[i] == P_REVIVE) {Draw_StretchPic(x, y, revivepic, 28, 28);}
if (perk_order[i] == P_FLOP) {Draw_StretchPic(x, y, floppic, 28, 28);}
if (perk_order[i] == P_STAMIN) {Draw_StretchPic(x, y, staminpic, 28, 28);}
if (perk_order[i] == P_DEAD) {Draw_StretchPic(x, y, deadpic, 28, 28);}
if (perk_order[i] == P_MULE) {Draw_StretchPic(x, y, mulepic, 28, 28);}
}
y += 28;
// Now the first column.
for (int i = 0; i < 4; i++) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {Draw_StretchPic(x, y, jugpic, scale, scale);}
if (perk_order[i] == P_DOUBLE) {Draw_StretchPic(x, y, doublepic, scale, scale);}
if (perk_order[i] == P_SPEED) {Draw_StretchPic(x, y, speedpic, scale, scale);}
if (perk_order[i] == P_REVIVE) {Draw_StretchPic(x, y, revivepic, scale, scale);}
if (perk_order[i] == P_FLOP) {Draw_StretchPic(x, y, floppic, scale, scale);}
if (perk_order[i] == P_STAMIN) {Draw_StretchPic(x, y, staminpic, scale, scale);}
if (perk_order[i] == P_DEAD) {Draw_StretchPic(x, y, deadpic, scale, scale);}
if (perk_order[i] == P_MULE) {Draw_StretchPic(x, y, mulepic, scale, scale);}
}
y += scale;
}
}