Added customization of ammo display in alternative HUD

Added hud_showammo CVAR with three states:
* If value is 0, show ammo for current weapon only
* If value is 1, show ammo for available weapons
* If value is greater than 1, show ammo for all weapons
Default value is 2, so initial ammo display behavior isn't changed
This commit is contained in:
alexey.lysiuk 2015-02-08 11:08:02 +02:00
parent 7c567979d9
commit 003817f415
1 changed files with 28 additions and 13 deletions

View File

@ -73,6 +73,7 @@ CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
@ -547,23 +548,37 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
orderedammos.Clear();
// Order ammo by use of weapons in the weapon slots
// Do not check for actual presence in the inventory!
// We want to show all ammo types that can be used by
// the weapons in the weapon slots.
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
if (0 == hud_showammo)
{
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
// Show ammo for current weapon if any
if (wi) AddAmmoToList(wi);
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
else
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
// Order ammo by use of weapons in the weapon slots
for (k = 0; k < NUM_WEAPON_SLOTS; k++) for(j = 0; j < CPlayer->weapons.Slots[k].Size(); j++)
{
AddAmmoToList((AWeapon*)inv);
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j);
if (weap)
{
// Show ammo for available weapons if hud_showammo CVAR is 1
// or show ammo for all weapons if hud_showammo is greater than 1
if (hud_showammo > 1 || CPlayer->mo->FindInventory(weap))
{
AddAmmoToList((AWeapon*)GetDefaultByType(weap));
}
}
}
// Now check for the remaining weapons that are in the inventory but not in the weapon slots
for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
{
if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
AddAmmoToList((AWeapon*)inv);
}
}
}