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https://github.com/ZDoom/gzdoom.git
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- Applied Tesseract's patch for drawimage extensions. (Extended icon support and maximum width/height.)
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625883cb0c
commit
f73275ad88
4 changed files with 188 additions and 49 deletions
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@ -444,6 +444,20 @@ void ST_LoadCrosshair(bool alwaysload=false);
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void ST_Clear();
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extern FTexture *CrosshairImage;
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FTextureID GetWeaponIcon(AWeapon *weapon);
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FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_DRAWINBOX = 0x20, // Set when either width or height is not zero
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DI_FORCESCALE = 0x40,
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DI_ALTERNATEONFAIL = 0x80
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};
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#endif /* __SBAR_H__ */
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@ -1187,8 +1187,12 @@ public:
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if((offsetflags & SBarInfoCommand::CENTER) == SBarInfoCommand::CENTER)
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{
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dx -= (texture->GetScaledWidthDouble()/2.0)-texture->GetScaledLeftOffsetDouble();
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dy -= (texture->GetScaledHeightDouble()/2.0)-texture->GetScaledTopOffsetDouble();
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if (forceWidth < 0) dx -= (texture->GetScaledWidthDouble()/2.0)-texture->GetScaledLeftOffsetDouble();
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else dx -= forceWidth*(0.5-(texture->GetScaledLeftOffsetDouble()/texture->GetScaledWidthDouble()));
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//Unoptimalized formula is dx -= forceWidth/2.0-(texture->GetScaledLeftOffsetDouble()*forceWidth/texture->GetScaledWidthDouble());
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if (forceHeight < 0) dy -= (texture->GetScaledHeightDouble()/2.0)-texture->GetScaledTopOffsetDouble();
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else dy -= forceHeight*(0.5-(texture->GetScaledTopOffsetDouble()/texture->GetScaledHeightDouble()));
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}
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dx += xOffset;
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@ -41,28 +41,65 @@
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// classes.
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////////////////////////////////////////////////////////////////////////////////
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class CommandDrawImage : public SBarInfoCommand
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class CommandDrawImage : public SBarInfoCommandFlowControl
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{
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public:
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CommandDrawImage(SBarInfo *script) : SBarInfoCommand(script),
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translatable(false), type(NORMAL_IMAGE), image(-1), offset(static_cast<Offset> (TOP|LEFT)),
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CommandDrawImage(SBarInfo *script) : SBarInfoCommandFlowControl(script),
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translatable(false), type(NORMAL_IMAGE), image(-1), maxwidth(-1),
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maxheight(-1), spawnScaleX(1.0f), spawnScaleY(1.0f), flags(0),
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applyscale(false), offset(static_cast<Offset> (TOP|LEFT)),
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texture(NULL), alpha(FRACUNIT)
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{
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}
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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{
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if(flags & DI_ALTERNATEONFAIL)
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SBarInfoCommandFlowControl::Draw(block, statusBar);
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if(texture == NULL)
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return;
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int w = maxwidth, h = maxheight;
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// We must calculate this per frame in order to prevent glitches with cl_capfps true.
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fixed_t frameAlpha = block->Alpha();
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if(alpha != FRACUNIT)
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frameAlpha = fixed_t(((double) block->Alpha() / (double) FRACUNIT) * ((double) alpha / (double) OPAQUE) * FRACUNIT);
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if(flags & DI_DRAWINBOX)
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{
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double scale1, scale2;
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scale1 = scale2 = 1.0f;
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double texwidth = (int) (texture->GetScaledWidthDouble()*spawnScaleX);
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double texheight = (int) (texture->GetScaledHeightDouble()*spawnScaleY);
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if (w != -1 && (w<texwidth || (flags & DI_FORCESCALE)))
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{
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scale1 = w/texwidth;
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}
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if (h != -1 && (h<texheight || (flags & DI_FORCESCALE)))
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{
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scale2 = h/texheight;
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}
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if (flags & DI_FORCESCALE)
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{
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if (w == -1 || (h != -1 && scale2<scale1))
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scale1=scale2;
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}
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else if (scale2<scale1) scale1=scale2;
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w=(int)(texwidth*scale1);
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h=(int)(texheight*scale1);
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}
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else if (applyscale)
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{
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w=(int) (texture->GetScaledWidthDouble()*spawnScaleX);
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h=(int) (texture->GetScaledHeightDouble()*spawnScaleY);
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}
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statusBar->DrawGraphic(texture, imgx, imgy, block->XOffset(), block->YOffset(), frameAlpha, block->FullScreenOffsets(),
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translatable, false, offset);
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translatable, false, offset, false, w, h);
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}
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void Parse(FScanner &sc, bool fullScreenOffsets)
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{
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@ -98,7 +135,7 @@ class CommandDrawImage : public SBarInfoCommand
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type = HEXENARMOR_AMULET;
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else
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{
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sc.ScriptMessage("Unkown armor type: '%s'", sc.String);
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sc.ScriptMessage("Unknown armor type: '%s'", sc.String);
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type = HEXENARMOR_ARMOR;
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}
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sc.MustGetToken(',');
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@ -141,48 +178,90 @@ class CommandDrawImage : public SBarInfoCommand
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offset = CENTER;
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else if(sc.Compare("centerbottom"))
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offset = static_cast<Offset> (HMIDDLE|BOTTOM);
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else
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else if(!sc.Compare("lefttop")) //That's already set
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sc.ScriptError("'%s' is not a valid alignment.", sc.String);
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}
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if(sc.CheckToken(','))
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{
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sc.MustGetToken(TK_IntConst);
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if((maxwidth = sc.Number) > 0)
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flags |= DI_DRAWINBOX;
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else
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maxwidth = -1;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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if ((maxheight = sc.Number) > 0)
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flags |= DI_DRAWINBOX;
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else
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maxheight = -1;
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}
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if(sc.CheckToken(','))
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{
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while(sc.CheckToken(TK_Identifier))
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{
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if(sc.Compare("skipicon"))
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flags |= DI_SKIPICON;
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else if(sc.Compare("skipalticon"))
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flags |= DI_SKIPALTICON;
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else if(sc.Compare("skipspawn"))
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flags |= DI_SKIPSPAWN;
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else if(sc.Compare("skipready"))
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flags |= DI_SKIPREADY;
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else if(sc.Compare("alticonfirst"))
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flags |= DI_ALTICONFIRST;
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else if(sc.Compare("forcescale"))
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{
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if(flags & DI_DRAWINBOX)
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flags |= DI_FORCESCALE;
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}
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else if(sc.Compare("alternateonfail"))
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flags |= DI_ALTERNATEONFAIL;
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else
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sc.ScriptError("Unknown flag '%s'.", sc.String);
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if(!sc.CheckToken('|') && !sc.CheckToken(',')) break;
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}
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}
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if(flags & DI_ALTERNATEONFAIL)
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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else
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sc.MustGetToken(';');
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}
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void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
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{
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SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
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texture = NULL;
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alpha = FRACUNIT;
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if (applyscale)
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{
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spawnScaleX = spawnScaleY = 1.0f;
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applyscale = false;
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}
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if(type == PLAYERICON)
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texture = TexMan[statusBar->CPlayer->mo->ScoreIcon];
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else if(type == AMMO1)
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{
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if(statusBar->ammo1 != NULL)
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texture = TexMan[statusBar->ammo1->Icon];
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AAmmo *ammo = statusBar->ammo1;
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if(ammo != NULL)
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GetIcon(ammo);
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}
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else if(type == AMMO2)
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{
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if(statusBar->ammo2 != NULL)
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texture = TexMan[statusBar->ammo2->Icon];
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AAmmo *ammo = statusBar->ammo2;
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if(ammo != NULL)
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GetIcon(ammo);
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}
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else if(type == ARMOR)
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{
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if(statusBar->armor != NULL && statusBar->armor->Amount != 0)
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texture = TexMan(statusBar->armor->Icon);
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ABasicArmor *armor = statusBar->armor;
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if(armor != NULL && armor->Amount != 0)
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GetIcon(armor);
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}
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else if(type == WEAPONICON)
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{
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AWeapon *weapon = statusBar->CPlayer->ReadyWeapon;
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if(weapon != NULL)
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{
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FTextureID icon;
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if (weapon->Icon.isValid())
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{
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icon = weapon->Icon;
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}
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else
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{
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icon = GetWeaponIcon(weapon);
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}
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texture = TexMan[icon];
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}
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GetIcon(weapon);
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}
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else if(type == SIGIL)
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{
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@ -213,8 +292,26 @@ class CommandDrawImage : public SBarInfoCommand
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texture = TexMan(statusBar->CPlayer->mo->InvSel->Icon);
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else if(image >= 0)
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texture = statusBar->Images[image];
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if (flags & DI_ALTERNATEONFAIL)
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{
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SetTruth(texture == NULL || !(texture->GetID().isValid()), block, statusBar);
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}
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}
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protected:
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void GetIcon(AInventory *item)
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{
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FTextureID icon = GetInventoryIcon(item, flags, &applyscale);
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if (applyscale)
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{
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spawnScaleX = FIXED2FLOAT(item->scaleX);
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spawnScaleY = FIXED2FLOAT(item->scaleY);
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}
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texture = TexMan[icon];
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}
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enum ImageType
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{
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PLAYERICON,
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@ -238,6 +335,12 @@ class CommandDrawImage : public SBarInfoCommand
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ImageType type;
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int image;
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FTextureID sprite;
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int maxwidth;
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int maxheight;
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double spawnScaleX;
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double spawnScaleY;
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DWORD flags;
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bool applyscale; //Set remotely from from GetInventoryIcon when selected sprite comes from Spawn state
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// I'm using imgx/imgy here so that I can inherit drawimage with drawnumber for some commands.
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SBarInfoCoordinate imgx;
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SBarInfoCoordinate imgy;
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@ -1479,11 +1582,11 @@ class CommandDrawMugShot : public SBarInfoCommand
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////////////////////////////////////////////////////////////////////////////////
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class CommandDrawSelectedInventory : public SBarInfoCommandFlowControl, private CommandDrawImage, private CommandDrawNumber
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class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDrawNumber
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{
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public:
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CommandDrawSelectedInventory(SBarInfo *script) : SBarInfoCommandFlowControl(script),
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CommandDrawImage(script), CommandDrawNumber(script), alternateOnEmpty(false),
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CommandDrawSelectedInventory(SBarInfo *script) : CommandDrawImage(script),
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CommandDrawNumber(script), alternateOnEmpty(false),
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artiflash(false), alwaysShowCounter(false)
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{
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length = INT_MAX; // Counter size
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@ -135,12 +135,12 @@ static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans
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if (tex)
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{
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int texwidth=tex->GetWidth();
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int texheight=tex->GetHeight();
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double texwidth=tex->GetScaledWidthDouble();
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double texheight=tex->GetScaledHeightDouble();
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if (w<texwidth) scale1=(double)w/texwidth;
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if (w<texwidth) scale1=w/texwidth;
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else scale1=1.0f;
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if (h<texheight) scale2=(double)h/texheight;
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if (h<texheight) scale2=h/texheight;
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else scale2=1.0f;
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if (scale2<scale1) scale1=scale2;
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@ -606,22 +606,40 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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// Weapons List
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//
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//---------------------------------------------------------------------------
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FTextureID GetWeaponIcon(AWeapon *weapon) // This function is also used by SBARINFO
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FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL) // This function is also used by SBARINFO
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{
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FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
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FTextureID picnum, AltIcon = GetHUDIcon(item->GetClass());
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FState * state=NULL, *ReadyState;
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FTextureID picnum = !AltIcon.isNull()? AltIcon : weapon->Icon;
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if (picnum.isNull())
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picnum.SetNull();
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if (flags & DI_ALTICONFIRST)
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{
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if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
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{
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state = weapon->SpawnState;
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if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
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picnum = AltIcon;
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else if (!(flags & DI_SKIPICON))
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picnum = item->Icon;
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}
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// no spawn state - now try the ready state
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else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
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else
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{
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if (!(flags & DI_SKIPICON) && item->Icon.isValid())
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picnum = item->Icon;
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else if (!(flags & DI_SKIPALTICON))
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picnum = AltIcon;
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}
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if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
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{
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if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite!=0)
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{
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state = item->SpawnState;
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if (applyscale != NULL && !(flags & DI_FORCESCALE))
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{
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*applyscale = true;
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}
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}
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// no spawn state - now try the ready state if it's weapon
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else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(RUNTIME_CLASS(AWeapon)) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
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{
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state = ReadyState;
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}
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@ -651,7 +669,7 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
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if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
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}
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FTextureID picnum = GetWeaponIcon(weapon);
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FTextureID picnum = GetInventoryIcon(weapon, DI_ALTICONFIRST);
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if (picnum.isValid())
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{
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