class HarmonyStatusBar : DoomStatusBar { int scalestate; override void Init() { Super.Init(); // This is for detecting the DECORATEd version of the mod which sets proper scaling for the HUD related textures. let tex = TexMan.CheckForTexture("MEDIA0", TexMan.Type_Sprite); if (tex.isValid()) { int size = TexMan.GetSize(tex); Vector2 ssize = TexMan.GetScaledSize(tex); if (ssize.X ~== size) scalestate = 1; else scalestate = 0; } else scalestate = 1; } override void Draw (int state, double TicFrac) { if (!scalestate) { Super.Draw(state, TicFrac); return; } BaseStatusBar.Draw (state, TicFrac); if (state == HUD_StatusBar) { BeginStatusBar(); DrawMainBar (TicFrac); } else if (state == HUD_Fullscreen) { BeginHUD(); DrawFullScreenStuff (); } } protected void DrawFullScreenStuff () { Vector2 iconbox = (40, 20); // Draw health DrawImage("MEDIA0", (20, -2), scale:(0.3, 0.3)); DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (44, -20)); let armor = CPlayer.mo.FindInventory("BasicArmor"); if (armor != null && armor.Amount > 0) { DrawInventoryIcon(armor, (20, -22), scale:(0.3, 0.3)); DrawString(mHUDFont, FormatNumber(armor.Amount, 3), (44, -40)); } Inventory ammotype1, ammotype2; [ammotype1, ammotype2] = GetCurrentAmmo(); int invY = -20; if (ammotype1 != null) { DrawInventoryIcon(ammotype1, (-14, -4), scale:(0.3, 0.3)); DrawString(mHUDFont, FormatNumber(ammotype1.Amount, 3), (-30, -20), DI_TEXT_ALIGN_RIGHT); invY -= 20; } if (ammotype2 != null && ammotype2 != ammotype1) { DrawInventoryIcon(ammotype2, (-14, invY + 17), scale:(0.3, 0.3)); DrawString(mHUDFont, FormatNumber(ammotype2.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT); invY -= 20; } if (!isInventoryBarVisible() && !level.NoInventoryBar && CPlayer.mo.InvSel != null) { DrawInventoryIcon(CPlayer.mo.InvSel, (-14, invY + 17)); DrawString(mHUDFont, FormatNumber(CPlayer.mo.InvSel.Amount, 3), (-30, invY), DI_TEXT_ALIGN_RIGHT); } if (deathmatch) { DrawString(mHUDFont, FormatNumber(CPlayer.FragCount, 3), (-3, 1), DI_TEXT_ALIGN_RIGHT, Font.CR_GOLD); } // Draw the keys. This does not use a special draw function like SBARINFO because the specifics will be different for each mod // so it's easier to copy or reimplement the following piece of code instead of trying to write a complicated all-encompassing solution. Vector2 keypos = (-10, 2); int rowc = 0; double roww = 0; for(let i = CPlayer.mo.Inv; i != null; i = i.Inv) { if (i is "Key" && i.Icon.IsValid()) { DrawTexture(i.Icon, keypos, DI_SCREEN_RIGHT_TOP|DI_ITEM_LEFT_TOP); Vector2 size = TexMan.GetScaledSize(i.Icon); keypos.Y += size.Y + 2; roww = max(roww, size.X); if (++rowc == 3) { keypos.Y = 2; keypos.X -= roww + 2; roww = 0; rowc = 0; } } } if (isInventoryBarVisible()) { DrawInventoryBar(diparms, (0, 0), 7, DI_SCREEN_CENTER_BOTTOM, HX_SHADOW); } } }