gzdoom/src/g_shared/sbarinfo.h

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/*
** sbarinfo.h
**
** Header for custom status bar definitions.
**
**---------------------------------------------------------------------------
** Copyright 2008 Braden Obrzut
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __SBarInfo_SBAR_H__
#define __SBarInfo_SBAR_H__
#include "tarray.h"
#include "v_collection.h"
#define NUMHUDS 9
#define NUMPOPUPS 3
class FBarTexture;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
class FScanner;
struct SBarInfoCommand; //we need to be able to use this before it is defined.
struct MugShotState;
//Popups!
enum PopupTransition
{
TRANSITION_NONE,
TRANSITION_SLIDEINBOTTOM,
TRANSITION_FADE,
};
struct Popup
{
PopupTransition transition;
bool opened;
bool moving;
int height;
int width;
int speed;
int speed2;
int alpha;
int x;
int y;
Popup();
void init();
void tick();
void open();
void close();
bool isDoneMoving();
int getXOffset();
int getYOffset();
int getAlpha(int maxAlpha=FRACUNIT);
};
//SBarInfo
struct SBarInfoBlock
{
TArray<SBarInfoCommand> commands;
bool forceScaled;
bool fullScreenOffsets;
int alpha;
SBarInfoBlock();
};
struct SBarInfoCommand
{
SBarInfoCommand();
~SBarInfoCommand();
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
void setString(FScanner &sc, const char* source, int strnum, int maxlength=-1, bool exact=false);
int type;
int special;
int special2;
int special3;
int special4;
int flags;
int x;
int y;
int value;
int image_index;
FTextureID sprite_index;
FString string[2];
FFont *font;
EColorRange translation;
EColorRange translation2;
EColorRange translation3;
SBarInfoBlock subBlock; //for type SBarInfo_CMD_GAMEMODE
};
struct SBarInfo
{
TArray<FString> Images;
SBarInfoBlock huds[NUMHUDS];
Popup popups[NUMPOPUPS];
bool automapbar;
bool interpolateHealth;
bool interpolateArmor;
bool completeBorder;
bool lowerHealthCap;
char spacingCharacter;
int interpolationSpeed;
int armorInterpolationSpeed;
int height;
int gameType;
int GetGameType() { return gameType; }
void ParseSBarInfo(int lump);
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
void ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block);
void ParseMugShotBlock(FScanner &sc, FMugShotState &state);
void getCoordinates(FScanner &sc, SBarInfoCommand &cmd, bool fullScreenOffsets); //retrieves the next two arguments as x and y.
int getSignedInteger(FScanner &sc); //returns a signed integer.
int newImage(const char* patchname);
void Init();
EColorRange GetTranslation(FScanner &sc, const char* translation);
SBarInfo();
SBarInfo(int lumpnum);
~SBarInfo();
static void Load();
};
extern SBarInfo *SBarInfoScript;
// Enums used between the parser and the display
enum //gametype flags
{
GAMETYPE_SINGLEPLAYER = 1,
GAMETYPE_COOPERATIVE = 2,
GAMETYPE_DEATHMATCH = 4,
GAMETYPE_TEAMGAME = 8,
};
enum //drawimage flags
{
DRAWIMAGE_PLAYERICON = 0x1,
DRAWIMAGE_AMMO1 = 0x2,
DRAWIMAGE_AMMO2 = 0x4,
DRAWIMAGE_INVENTORYICON = 0x8,
DRAWIMAGE_TRANSLATABLE = 0x10,
DRAWIMAGE_WEAPONSLOT = 0x20,
DRAWIMAGE_SWITCHABLE_AND = 0x40,
DRAWIMAGE_INVULNERABILITY = 0x80,
DRAWIMAGE_OFFSET_CENTER = 0x100,
DRAWIMAGE_OFFSET_CENTERBOTTOM = 0x200,
DRAWIMAGE_ARMOR = 0x800,
DRAWIMAGE_WEAPONICON = 0x1000,
DRAWIMAGE_SIGIL = 0x2000,
DRAWIMAGE_KEYSLOT = 0x4000,
DRAWIMAGE_HEXENARMOR = 0x8000,
DRAWIMAGE_OFFSET = DRAWIMAGE_OFFSET_CENTER|DRAWIMAGE_OFFSET_CENTERBOTTOM,
};
enum //drawnumber flags
{
DRAWNUMBER_HEALTH = 0x1,
DRAWNUMBER_ARMOR = 0x2,
DRAWNUMBER_AMMO1 = 0x4,
DRAWNUMBER_AMMO2 = 0x8,
DRAWNUMBER_AMMO = 0x10,
DRAWNUMBER_AMMOCAPACITY = 0x20,
DRAWNUMBER_FRAGS = 0x40,
DRAWNUMBER_INVENTORY = 0x80,
DRAWNUMBER_KILLS = 0x100,
DRAWNUMBER_MONSTERS = 0x200,
DRAWNUMBER_ITEMS = 0x400,
DRAWNUMBER_TOTALITEMS = 0x800,
DRAWNUMBER_SECRETS = 0x1000,
DRAWNUMBER_TOTALSECRETS = 0x2000,
DRAWNUMBER_ARMORCLASS = 0x4000,
DRAWNUMBER_GLOBALVAR = 0x8000,
DRAWNUMBER_GLOBALARRAY = 0x10000,
DRAWNUMBER_FILLZEROS = 0x20000,
DRAWNUMBER_WHENNOTZERO = 0x40000,
DRAWNUMBER_POWERUPTIME = 0x80000,
DRAWNUMBER_DRAWSHADOW = 0x100000,
};
enum //drawbar flags (will go into special2)
{
DRAWBAR_HORIZONTAL = 1,
DRAWBAR_REVERSE = 2,
DRAWBAR_COMPAREDEFAULTS = 4,
};
enum //drawselectedinventory flags
{
DRAWSELECTEDINVENTORY_ALTERNATEONEMPTY = 0x1,
DRAWSELECTEDINVENTORY_ARTIFLASH = 0x2,
DRAWSELECTEDINVENTORY_ALWAYSSHOWCOUNTER = 0x4,
DRAWSELECTEDINVENTORY_CENTER = 0x8,
DRAWSELECTEDINVENTORY_CENTERBOTTOM = 0x10,
DRAWSELECTEDINVENTORY_DRAWSHADOW = 0x20,
};
enum //drawinventorybar flags
{
DRAWINVENTORYBAR_ALWAYSSHOW = 0x1,
DRAWINVENTORYBAR_NOARTIBOX = 0x2,
DRAWINVENTORYBAR_NOARROWS = 0x4,
DRAWINVENTORYBAR_ALWAYSSHOWCOUNTER = 0x8,
DRAWINVENTORYBAR_TRANSLUCENT = 0x10,
};
enum //drawgem flags
{
DRAWGEM_WIGGLE = 1,
DRAWGEM_TRANSLATABLE = 2,
DRAWGEM_ARMOR = 4,
DRAWGEM_REVERSE = 8,
};
enum //drawshader flags
{
DRAWSHADER_VERTICAL = 1,
DRAWSHADER_REVERSE = 2,
};
enum //drawmugshot flags
{
DRAWMUGSHOT_XDEATHFACE = 0x1,
DRAWMUGSHOT_ANIMATEDGODMODE = 0x2,
DRAWMUGSHOT_DISABLEGRIN = 0x4,
DRAWMUGSHOT_DISABLEOUCH = 0x8,
DRAWMUGSHOT_DISABLEPAIN = 0x10,
DRAWMUGSHOT_DISABLERAMPAGE = 0x20,
};
enum //drawkeybar flags
{
DRAWKEYBAR_VERTICAL = 0x1,
DRAWKEYBAR_REVERSEROWS = 0x2,
};
enum //event flags
{
SBARINFOEVENT_NOT = 1,
SBARINFOEVENT_OR = 2,
SBARINFOEVENT_AND = 4,
};
enum //aspect ratios
{
ASPECTRATIO_4_3 = 0,
ASPECTRATIO_16_9 = 1,
ASPECTRATIO_16_10 = 2,
ASPECTRATIO_5_4 = 3,
};
enum //Key words
{
SBARINFO_BASE,
SBARINFO_HEIGHT,
SBARINFO_INTERPOLATEHEALTH,
SBARINFO_INTERPOLATEARMOR,
SBARINFO_COMPLETEBORDER,
SBARINFO_MONOSPACEFONTS,
SBARINFO_LOWERHEALTHCAP,
SBARINFO_STATUSBAR,
SBARINFO_MUGSHOT,
SBARINFO_CREATEPOPUP,
};
enum //Bar types
{
STBAR_NONE,
STBAR_FULLSCREEN,
STBAR_NORMAL,
STBAR_AUTOMAP,
STBAR_INVENTORY,
STBAR_INVENTORYFULLSCREEN,
STBAR_POPUPLOG,
STBAR_POPUPKEYS,
STBAR_POPUPSTATUS,
};
enum //Bar key words
{
SBARINFO_DRAWIMAGE,
SBARINFO_DRAWNUMBER,
SBARINFO_DRAWSWITCHABLEIMAGE,
SBARINFO_DRAWMUGSHOT,
SBARINFO_DRAWSELECTEDINVENTORY,
SBARINFO_DRAWINVENTORYBAR,
SBARINFO_DRAWBAR,
SBARINFO_DRAWGEM,
SBARINFO_DRAWSHADER,
SBARINFO_DRAWSTRING,
SBARINFO_DRAWKEYBAR,
SBARINFO_GAMEMODE,
SBARINFO_PLAYERCLASS,
SBARINFO_ASPECTRATIO,
SBARINFO_ISSELECTED,
SBARINFO_USESSECONDARYAMMO,
SBARINFO_HASWEAPONPIECE,
SBARINFO_INVENTORYBARNOTVISIBLE,
SBARINFO_WEAPONAMMO,
SBARINFO_ININVENTORY,
};
//All this so I can change the mugshot state in ACS...
class FBarShader : public FTexture
{
public:
FBarShader(bool vertical, bool reverse);
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
private:
BYTE Pixels[512];
Span DummySpan[2];
};
class DSBarInfo : public DBaseStatusBar
{
DECLARE_CLASS(DSBarInfo, DBaseStatusBar)
public:
DSBarInfo();
~DSBarInfo();
void Draw(EHudState state);
void NewGame();
void AttachToPlayer(player_t *player);
void Tick();
void ReceivedWeapon (AWeapon *weapon);
void FlashItem(const PClass *itemtype);
void ShowPop(int popnum);
void SetMugShotState(const char* stateName, bool waitTillDone=false, bool reset=false);
private:
void doCommands(SBarInfoBlock &block, int xOffset=0, int yOffset=0, int alpha=FRACUNIT);
void DrawGraphic(FTexture* texture, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, bool translate=false, bool dim=false, int offsetflags=0);
void DrawString(const char* str, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, EColorRange translation, int spacing=0, bool drawshadow=false);
void DrawNumber(int num, int len, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, EColorRange translation, int spacing=0, bool fillzeros=false, bool drawshadow=false);
void DrawFace(const char *defaultFace, int accuracy, int stateflags, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets);
int updateState(bool xdth, bool animatedgodmode);
void DrawInventoryBar(int type, int num, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, bool alwaysshow,
int counterx, int countery, EColorRange translation, bool drawArtiboxes, bool noArrows, bool alwaysshowcounter, int bgalpha);
void DrawGem(FTexture* chain, FTexture* gem, int value, int x, int y, int xOffset, int yOffset, int alpha, bool fullScreenOffsets, int padleft, int padright, int chainsize,
bool wiggle, bool translate);
FRemapTable* getTranslation();
FImageCollection Images;
FPlayerSkin *oldSkin;
FFont *drawingFont;
int oldHealth;
int oldArmor;
int mugshotHealth;
int chainWiggle;
int artiflash;
int pendingPopup;
int currentPopup;
unsigned int invBarOffset;
FBarShader shader_horz_normal;
FBarShader shader_horz_reverse;
FBarShader shader_vert_normal;
FBarShader shader_vert_reverse;
FMugShot MugShot;
};
#endif //__SBarInfo_SBAR_H__