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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source.
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fe39236ee1
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ba905321b0
2 changed files with 40 additions and 268 deletions
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@ -171,248 +171,6 @@ static void DrawHudNumber(FFont *font, int color, int num, int x, int y, double
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}
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}
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//===========================================================================
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//
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// draw the status (number of kills etc)
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//
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//===========================================================================
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static void DrawStatus(player_t * CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawStatus)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//===========================================================================
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//
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// draw health
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//
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//===========================================================================
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static void DrawHealth(player_t *CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawHealth)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//===========================================================================
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//
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// Draw Armor.
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// very similar to drawhealth, but adapted to handle Hexen armor too
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//
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//===========================================================================
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static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
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{
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IFVM(AltHud, DrawArmor)
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{
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VMValue params[] = { althud, barmor, harmor, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//===========================================================================
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//
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// KEYS
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//
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//===========================================================================
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//---------------------------------------------------------------------------
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//
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// Draw all keys
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//
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//---------------------------------------------------------------------------
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static int DrawKeys(player_t * CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawKeys)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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int retv;
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VMReturn ret(&retv);
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VMCall(func, params, countof(params), &ret, 1);
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return retv;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// Drawing Ammo
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//
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//---------------------------------------------------------------------------
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static int DrawAmmo(player_t *CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawAmmo)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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int retv;
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VMReturn ret(&retv);
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VMCall(func, params, countof(params), &ret, 1);
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return retv;
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}
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return 0;
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}
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static void DrawWeapons(player_t *CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawWeapons)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw the Inventory
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//
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//---------------------------------------------------------------------------
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static void DrawInventory(player_t * CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawInventory)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw the Frags
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//
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//---------------------------------------------------------------------------
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static void DrawFrags(player_t * CPlayer, int x, int y)
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{
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IFVM(AltHud, DrawFrags)
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{
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VMValue params[] = { althud, CPlayer, x, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC DrawCoordinates
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//
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//---------------------------------------------------------------------------
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static void DrawCoordinates(player_t * CPlayer)
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{
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IFVM(AltHud, DrawCoordinates)
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{
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VMValue params[] = { althud, CPlayer };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw in-game time
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//
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// Check AltHUDTime option value in wadsrc/static/menudef.txt
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// for meaning of all display modes
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//
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//---------------------------------------------------------------------------
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static void DrawTime(int y)
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{
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IFVM(AltHud, DrawTime)
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{
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VMValue params[] = { althud, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draw in-game latency
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//
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//---------------------------------------------------------------------------
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static void DrawLatency(int y)
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{
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IFVM(AltHud, DrawLatency)
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{
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VMValue params[] = { althud, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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//---------------------------------------------------------------------------
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//
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// draw the overlay
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//
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//---------------------------------------------------------------------------
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static void DrawPowerups(player_t *CPlayer, int y)
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{
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IFVM(AltHud, DrawPowerups)
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{
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VMValue params[] = { althud, CPlayer, y };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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/*
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// Each icon gets a 32x32 block to draw itself in.
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int x, y;
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AInventory *item;
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const int POWERUPICONSIZE = 32;
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x = hudwidth -20;
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for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf(NAME_Powerup))
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{
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IFVIRTUALPTRNAME(item, NAME_Powerup, GetPowerupIcon)
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{
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VMValue param[] = { item };
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int rv;
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VMReturn ret(&rv);
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VMCall(func, param, 1, &ret, 1);
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auto tex = FSetTextureID(rv);
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if (!tex.isValid()) continue;
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auto texture = TexMan(tex);
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IFVIRTUALPTRNAME(item, NAME_Powerup, IsBlinking)
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{
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// Reuse the parameters from GetPowerupIcon
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VMCall(func, param, 1, &ret, 1);
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if (!rv)
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{
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screen->DrawTexture(texture, x, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_CenterBottomOffset, true, TAG_DONE);
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x -= POWERUPICONSIZE;
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if (x < -hudwidth / 2)
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{
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x = -20;
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y += POWERUPICONSIZE * 3 / 2;
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}
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}
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}
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}
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}
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}
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*/
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}
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//---------------------------------------------------------------------------
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//
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// draw the overlay
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@ -447,31 +205,11 @@ void DrawHUD()
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if (!automapactive)
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{
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int i;
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// No HUD in the title level!
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if (gamestate == GS_TITLELEVEL || !CPlayer) return;
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if (!deathmatch) DrawStatus(CPlayer, 5, hudheight-50);
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else
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IFVIRTUALPTRNAME(althud, "AltHud", DrawInGame)
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{
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DrawStatus(CPlayer, 5, hudheight-75);
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DrawFrags(CPlayer, 5, hudheight-70);
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VMValue params[] = { althud, CPlayer };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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DrawHealth(CPlayer, 5, hudheight-45);
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DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor), CPlayer->mo->FindInventory(NAME_HexenArmor), 5, hudheight-20);
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i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
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i=DrawAmmo(CPlayer, hudwidth-5, i);
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if (hud_showweapons) DrawWeapons(CPlayer, hudwidth - 5, i);
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DrawInventory(CPlayer, 144, hudheight-28);
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if (idmypos) DrawCoordinates(CPlayer);
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DrawTime(SmallFont->GetHeight());
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DrawLatency(SmallFont->GetHeight()*2); // to be fixed when fully scripted.
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const int POWERUPICONSIZE = 32;
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DrawPowerups(CPlayer, SmallFont->GetHeight() * 2 + POWERUPICONSIZE * 5 / 4); // to be fixed when fully scripted.
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}
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else
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{
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@ -511,7 +249,7 @@ void DrawHUD()
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
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DrawCoordinates(CPlayer);
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//DrawCoordinates(CPlayer);
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}
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if (althud) althud->Destroy();
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@ -607,3 +345,4 @@ void HUD_InitHud()
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}
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}
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}
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@ -740,7 +740,7 @@ class AltHud ui
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//---------------------------------------------------------------------------
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private native static int GetRealTime();
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void DrawTime(int y)
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bool DrawTime(int y)
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{
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if (hud_showtime > 0 && hud_showtime <= 9)
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{
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@ -787,7 +787,9 @@ class AltHud ui
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int characterCount = timeString.length();
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int width = SmallFont.GetCharWidth("0") * characterCount + 2; // small offset from screen's border
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DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, y, 1);
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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@ -799,7 +801,7 @@ class AltHud ui
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//---------------------------------------------------------------------------
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native static int, int, int GetLatency();
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void DrawLatency(int y)
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bool DrawLatency(int y)
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{
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if ((hud_showlag == 1 && netgame) || hud_showlag == 2)
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{
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@ -813,7 +815,9 @@ class AltHud ui
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int width = SmallFont.GetCharWidth("0") * characterCount + 2; // small offset from screen's border
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DrawHudText(SmallFont, color, tempstr, hudwidth - width, y, 1);
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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@ -851,6 +855,35 @@ class AltHud ui
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}
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}
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virtual void DrawInGame(PlayerInfo CPlayer)
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{
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// No HUD in the title level!
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if (gamestate == GS_TITLELEVEL || !CPlayer) return;
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if (!deathmatch)
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{
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DrawStatus(CPlayer, 5, hudheight-50);
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}
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else
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{
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DrawStatus(CPlayer, 5, hudheight-75);
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DrawFrags(CPlayer, 5, hudheight-70);
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}
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DrawHealth(CPlayer, 5, hudheight-45);
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DrawArmor(BasicArmor(CPlayer.mo.FindInventory('BasicArmor')), HexenArmor(CPlayer.mo.FindInventory('HexenArmor')), 5, hudheight-20);
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int y = DrawKeys(CPlayer, hudwidth-4, hudheight-10);
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y = DrawAmmo(CPlayer, hudwidth-5, y);
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if (hud_showweapons) DrawWeapons(CPlayer, hudwidth - 5, y);
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DrawInventory(CPlayer, 144, hudheight - 28);
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if (idmypos) DrawCoordinates(CPlayer);
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int h = SmallFont.GetHeight();
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y = h;
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if (DrawTime(y)) y += h;
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if (DrawLatency(y)) y += h;
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DrawPowerups(CPlayer, y - h + POWERUPICONSIZE * 5 / 4);
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}
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}
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