- fixed: The health chain in Hexen wasn't drawn on the main status bar. Did some reordering to ensure it won't get skipped.

This commit is contained in:
Christoph Oelckers 2017-04-01 13:18:19 +02:00
parent 699d4882d5
commit 7dae43bf7f

View file

@ -104,13 +104,24 @@ class HexenStatusBar : BaseStatusBar
protected void DrawMainBar (double TicFrac)
{
DrawImage("H2BAR", (0, 134), DI_ITEM_OFFSETS);
String Gem;
if (CPlayer.mo is "ClericPlayer") Gem = "LIFEGMC2";
else if (CPlayer.mo is "MagePlayer") Gem = "LIFEGMM2";
else Gem = "LIFEGMF2";
int inthealth = mHealthInterpolator2.GetValue();
DrawGem("CHAIN", "LIFEGMF2", inthealth, CPlayer.mo.GetMaxHealth(true), (30, 193), -23, 49, 15, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
DrawImage("LFEDGE", (0, 192), DI_ITEM_OFFSETS);
DrawImage("RTEDGE", (277, 192), DI_ITEM_OFFSETS);
if (!automapactive)
{
if (isInventoryBarVisible())
{
DrawImage("INVBAR", (38, 162), DI_ITEM_OFFSETS);
DrawInventoryBar(diparms_sbar, (52, 163), 7, DI_ITEM_LEFT_TOP, HX_SHADOW);
return;
}
else
{
@ -229,7 +240,6 @@ class HexenStatusBar : BaseStatusBar
}
else // automap
{
DrawImage("H2BAR", (0, 134), DI_ITEM_OFFSETS);
DrawImage("KEYBAR", (38, 162), DI_ITEM_OFFSETS);
int cnt = 0;
Vector2 keypos = (46, 164);
@ -247,17 +257,6 @@ class HexenStatusBar : BaseStatusBar
DrawHexenArmor(HEXENARMOR_HELM, "ARMSLOT3", (212, 164), DI_ITEM_OFFSETS);
DrawHexenArmor(HEXENARMOR_AMULET, "ARMSLOT4", (243, 164), DI_ITEM_OFFSETS);
}
String Gem;
if (CPlayer.mo is "ClericPlayer") Gem = "LIFEGMC2";
else if (CPlayer.mo is "MagePlayer") Gem = "LIFEGMM2";
else Gem = "LIFEGMF2";
int inthealth = mHealthInterpolator2.GetValue();
DrawGem("CHAIN", "LIFEGMF2", inthealth, CPlayer.mo.GetMaxHealth(true), (30, 193), -23, 49, 15, (multiplayer? DI_TRANSLATABLE : 0) | DI_ITEM_LEFT_TOP);
DrawImage("LFEDGE", (0, 193), DI_ITEM_OFFSETS);
DrawImage("RTEDGE", (277, 193), DI_ITEM_OFFSETS);
}
}