- fixed: The ammo display in Doom should not be drawn if the current weapon does not use ammo.

This commit is contained in:
Christoph Oelckers 2017-04-01 13:08:45 +02:00
parent 54764c136d
commit 699d4882d5

View file

@ -48,10 +48,8 @@ class DoomStatusBar : BaseStatusBar
DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS);
DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS);
Inventory a1, a2;
int amt1;
[a1, a2, amt1] = GetCurrentAmmo();
DrawString(mHUDFont, FormatNumber(amt1, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
Inventory a1 = GetCurrentAmmo();
if (a1 != null) DrawString(mHUDFont, FormatNumber(a1.Amount, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
@ -76,7 +74,7 @@ class DoomStatusBar : BaseStatusBar
else image = "";
DrawImage(image, (239, 191), DI_ITEM_OFFSETS);
int maxamt;
int amt1, maxamt;
[amt1, maxamt] = GetAmount("Clip");
DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT);
DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT);