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Added ability to select ammo image and text display order in alternative HUD
Controlled via hud_ammo_order CVAR: * 0 (default): image and text * any other value: text and image
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1 changed files with 16 additions and 3 deletions
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@ -81,6 +81,7 @@ CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
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CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
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CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
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CVAR (Int, hud_ammo_order, 0, CVAR_ARCHIVE); // ammo image and text order
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CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
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CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
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CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
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@ -586,9 +587,21 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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// ok, we got all ammo types. Now draw the list back to front (bottom to top)
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int def_width = ConFont->StringWidth("000/000");
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x-=def_width;
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int yadd = ConFont->GetHeight();
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int xtext = x - def_width;
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int ximage = x;
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if (hud_ammo_order > 0)
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{
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xtext -= 24;
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ximage -= 20;
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}
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else
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{
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ximage -= def_width + 20;
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}
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for(i=orderedammos.Size()-1;i>=0;i--)
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{
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@ -613,8 +626,8 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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ammo < ( (maxammo * hud_ammo_red) / 100) ? CR_RED :
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ammo < ( (maxammo * hud_ammo_yellow) / 100) ? CR_GOLD : CR_GREEN );
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DrawHudText(ConFont, fontcolor, buf, x-tex_width, y+yadd, trans);
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DrawImageToBox(TexMan[icon], x-20, y, 16, 8, trans);
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DrawHudText(ConFont, fontcolor, buf, xtext-tex_width, y+yadd, trans);
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DrawImageToBox(TexMan[icon], ximage, y, 16, 8, trans);
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y-=10;
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}
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return y;
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