This commit is contained in:
Christoph Oelckers 2015-02-08 11:52:08 +01:00
commit 57ae77412d
2 changed files with 36 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_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected 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_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_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) 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(); orderedammos.Clear();
// Order ammo by use of weapons in the weapon slots if (0 == hud_showammo)
// 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++)
{ {
const PClass *weap = CPlayer->weapons.Slots[k].GetWeapon(j); // Show ammo for current weapon if any
if (wi) AddAmmoToList(wi);
if (weap) AddAmmoToList((AWeapon*)GetDefaultByType(weap));
} }
else
// 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))) // 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);
}
} }
} }

View file

@ -795,6 +795,13 @@ OptionValue "AltHUDScale"
2, "Pixel double" 2, "Pixel double"
} }
OptionValue "AltHUDAmmo"
{
0, "Current weapon"
1, "Available weapons"
2, "All weapons"
}
OptionValue "AltHUDTime" OptionValue "AltHUDTime"
{ {
0, "Off" 0, "Off"
@ -828,6 +835,7 @@ OptionMenu "AltHUDOptions"
Option "Show stamina and accuracy", "hud_showstats", "OnOff" Option "Show stamina and accuracy", "hud_showstats", "OnOff"
Option "Show berserk", "hud_berserk_health", "OnOff" Option "Show berserk", "hud_berserk_health", "OnOff"
Option "Show weapons", "hud_showweapons", "OnOff" Option "Show weapons", "hud_showweapons", "OnOff"
Option "Show ammo for", "hud_showammo", "AltHUDAmmo"
Option "Show time", "hud_showtime", "AltHUDTime" Option "Show time", "hud_showtime", "AltHUDTime"
Option "Time color", "hud_timecolor", "TextColors" Option "Time color", "hud_timecolor", "TextColors"
Option "Show network latency", "hud_showlag", "AltHUDLag" Option "Show network latency", "hud_showlag", "AltHUDLag"