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- fixed: The health chain in Hexen wasn't drawn on the main status bar. Did some reordering to ensure it won't get skipped.
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parent
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commit
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1 changed files with 12 additions and 13 deletions
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@ -104,13 +104,24 @@ class HexenStatusBar : BaseStatusBar
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protected void DrawMainBar (double TicFrac)
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{
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DrawImage("H2BAR", (0, 134), DI_ITEM_OFFSETS);
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String Gem;
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if (CPlayer.mo is "ClericPlayer") Gem = "LIFEGMC2";
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else if (CPlayer.mo is "MagePlayer") Gem = "LIFEGMM2";
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else Gem = "LIFEGMF2";
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int inthealth = mHealthInterpolator2.GetValue();
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DrawGem("CHAIN", "LIFEGMF2", inthealth, CPlayer.mo.GetMaxHealth(true), (30, 193), -23, 49, 15, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
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DrawImage("LFEDGE", (0, 192), DI_ITEM_OFFSETS);
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DrawImage("RTEDGE", (277, 192), DI_ITEM_OFFSETS);
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if (!automapactive)
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{
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if (isInventoryBarVisible())
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{
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DrawImage("INVBAR", (38, 162), DI_ITEM_OFFSETS);
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DrawInventoryBar(diparms_sbar, (52, 163), 7, DI_ITEM_LEFT_TOP, HX_SHADOW);
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return;
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}
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else
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{
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@ -229,7 +240,6 @@ class HexenStatusBar : BaseStatusBar
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}
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else // automap
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{
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DrawImage("H2BAR", (0, 134), DI_ITEM_OFFSETS);
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DrawImage("KEYBAR", (38, 162), DI_ITEM_OFFSETS);
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int cnt = 0;
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Vector2 keypos = (46, 164);
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@ -247,17 +257,6 @@ class HexenStatusBar : BaseStatusBar
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DrawHexenArmor(HEXENARMOR_HELM, "ARMSLOT3", (212, 164), DI_ITEM_OFFSETS);
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DrawHexenArmor(HEXENARMOR_AMULET, "ARMSLOT4", (243, 164), DI_ITEM_OFFSETS);
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}
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String Gem;
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if (CPlayer.mo is "ClericPlayer") Gem = "LIFEGMC2";
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else if (CPlayer.mo is "MagePlayer") Gem = "LIFEGMM2";
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else Gem = "LIFEGMF2";
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int inthealth = mHealthInterpolator2.GetValue();
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DrawGem("CHAIN", "LIFEGMF2", inthealth, CPlayer.mo.GetMaxHealth(true), (30, 193), -23, 49, 15, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
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DrawImage("LFEDGE", (0, 193), DI_ITEM_OFFSETS);
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DrawImage("RTEDGE", (277, 193), DI_ITEM_OFFSETS);
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}
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}
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