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- added the missing TNT1A0 check for icon-less keys.
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
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2 changed files with 5 additions and 2 deletions
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@ -701,6 +701,7 @@ void DrawHUD()
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althud->IntVar("statspace") = statspace;
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althud->IntVar("statspace") = statspace;
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althud->IntVar("healthpic") = healthpic? healthpic->id.GetIndex() : -1;
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althud->IntVar("healthpic") = healthpic? healthpic->id.GetIndex() : -1;
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althud->IntVar("berserkpic") = berserkpic? berserkpic->id.GetIndex() : -1;
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althud->IntVar("berserkpic") = berserkpic? berserkpic->id.GetIndex() : -1;
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althud->IntVar("tnt1a0") = tnt1a0.GetIndex();
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althud->PointerVar<FFont>("HUDFont") = HudFont;
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althud->PointerVar<FFont>("HUDFont") = HudFont;
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if (!automapactive)
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if (!automapactive)
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@ -43,6 +43,7 @@ DVector2 AM_GetPosition();
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class AltHud
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class AltHud
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{
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{
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TextureID healthPic, berserkPic;
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TextureID healthPic, berserkPic;
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TextureID tnt1a0;
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int hudwidth, hudheight;
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int hudwidth, hudheight;
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int statspace;
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int statspace;
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Font HudFont; // The font for the health and armor display
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Font HudFont; // The font for the health and armor display
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@ -297,7 +298,8 @@ class AltHud
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if (state != null) icon = state.GetSpriteTexture(0);
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if (state != null) icon = state.GetSpriteTexture(0);
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else icon.SetNull();
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else icon.SetNull();
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}
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}
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if (icon.isNull()) icon = inv.Icon;
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// missing sprites map to TNT1A0. So if that gets encountered, use the default icon instead.
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if (icon.isNull() || icon == tnt1a0) icon = inv.Icon;
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if (icon.isValid())
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if (icon.isValid())
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{
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{
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