mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-05 20:40:30 +00:00
c9214c1ce9
- Fixed: Artiflash played on initial save loading. I seem to recall this looking like an intentional change, but perhaps I broke it since it's completely pointless to play the animation only on the first load of a save game if nothing has been loaded beforehand.
250 lines
6.4 KiB
Text
Executable file
250 lines
6.4 KiB
Text
Executable file
/*******************************************************************************
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* DEFAULT HEXEN STATUS BAR
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*******************************************************************************
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* If you wish to include this file into a custom status bar please use the
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* following command:
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*
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* base Hexen;
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*
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* Using #include "sbarinfo/hexen.txt" will not be supported.
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******************************************************************************/
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height 38;
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monospacefonts true, "0", center;
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statusbar fullscreen, fullscreenoffsets
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{
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//health
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drawnumber 2147483647, BIGFONT, untranslated, health, drawshadow, interpolate(8), 40, -20, 1;
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//frags
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gamemode deathmatch
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drawnumber 2147483647, HUDFONT_RAVEN, untranslated, frags, drawshadow(1, 1), 70, -15, 1;
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inventorybarnotvisible
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{
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drawselectedinventory alternateonempty, artiflash, INDEXFONT_RAVEN, -82, -31, -52, -8, untranslated
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{
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}
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else
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{
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alpha 0.6
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drawimage "ARTIBOX", -80, -30;
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}
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}
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// Mana
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weaponammo Mana1 && Mana2
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{
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weaponammo Mana1
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drawimage "MANABRT1", -17, -30;
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else
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drawimage "MANADIM1", -17, -30;
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weaponammo Mana2
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drawimage "MANABRT2", -17, -15;
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else
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drawimage "MANADIM2", -17, -15;
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drawnumber 2147483647, HUDFONT_RAVEN, untranslated, ammo(Mana1), drawshadow(1, 1), -21, -30, 1;
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drawnumber 2147483647, HUDFONT_RAVEN, untranslated, ammo(Mana2), drawshadow(1, 1), -21, -15, 1;
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}
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}
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statusbar Normal
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{
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drawimage "H2BAR", 0, 134;
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drawimage "STATBAR", 38, 162;
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drawselectedinventory artiflash, INDEXFONT_RAVEN, 143, 163, 174, 184, untranslated;
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gamemode deathmatch, teamgame
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{
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drawimage "KILLS", 38, 163;
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drawnumber 3, HUDFONT_RAVEN, untranslated, frags, 65, 176, 1;
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}
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else
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{
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drawimage "ARMCLS", 41, 178;
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drawnumber 3, HUDFONT_RAVEN, untranslated, health, interpolate(6), 65, 176, 1, red, 25;
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}
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//mana bars
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weaponammo Mana1 && Mana2
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{
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weaponammo Mana1
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{
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drawimage "MANABRT1", 77, 164;
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drawbar "MANAVL1", "nullimage", ammo(Mana1), vertical, 94, 164, 1;
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}
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else
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{
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drawimage "MANADIM1", 77, 164;
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drawbar "MANAVL1D", "nullimage", ammo(Mana1), vertical, 94, 164, 1;
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}
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weaponammo Mana2
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{
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drawimage "MANABRT2", 110, 164;
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drawbar "MANAVL2", "nullimage", ammo(Mana2), vertical, 102, 164, 1;
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}
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else
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{
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drawimage "MANADIM2", 110, 164;
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drawbar "MANAVL2D", "nullimage", ammo(Mana2), vertical, 102, 164, 1;
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}
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drawnumber 3, INDEXFONT_RAVEN, untranslated, ammo(Mana1), 91, 181;
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drawnumber 3, INDEXFONT_RAVEN, untranslated, ammo(Mana2), 123, 181;
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}
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else //Weapon doesn't use ammo draw an alternative
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{
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drawimage "HAMOBACK", 77, 164;
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usessecondaryammo
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{
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drawimage ammoicon1, 89, 172, center;
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drawimage ammoicon2, 113, 172, center;
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drawnumber 3, INDEXFONT_RAVEN, untranslated, ammo1, 98, 182;
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drawnumber 3, INDEXFONT_RAVEN, untranslated, ammo2, 122, 182;
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}
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else
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{
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drawimage ammoicon1, 100, 172, center;
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drawnumber 3, INDEXFONT_RAVEN, untranslated, ammo1, 109, 182;
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}
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}
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//armor
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drawimage "ARMCLS", 255, 178;
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drawnumber 2, HUDFONT_RAVEN, untranslated, armorclass, 275, 176, 1;
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playertype ClericPlayer
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{
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drawimage "WPSLOT1", 190, 162;
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ininventory CWeapWraithverge
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{
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drawimage "WPFULL1", 190, 162;
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}
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else
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{
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hasweaponpiece CWeapWraithverge, 1
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{
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drawimage "WPIECEC1", 190, 162;
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}
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hasweaponpiece CWeapWraithverge, 2
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{
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drawimage "WPIECEC2", 212, 162;
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}
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hasweaponpiece CWeapWraithverge, 3
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{
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drawimage "WPIECEC3", 225, 162;
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}
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}
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gamemode singleplayer
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drawgem interpolate(6), "CHAIN2", "LIFEGMC2", -23, 49, 15, 30, 193;
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else
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drawgem translatable, interpolate(6), "CHAIN2", "LIFEGMC2", -23, 49, 15, 30, 193;
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}
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else playertype MagePlayer
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{
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drawimage "WPSLOT2", 190, 162;
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ininventory MWeapBloodscourge
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{
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drawimage "WPFULL2", 190, 162;
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}
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else
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{
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hasweaponpiece MWeapBloodscourge, 1
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{
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drawimage "WPIECEM1", 190, 162;
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}
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hasweaponpiece MWeapBloodscourge, 2
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{
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drawimage "WPIECEM2", 205, 162;
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}
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hasweaponpiece MWeapBloodscourge, 3
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{
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drawimage "WPIECEM3", 224, 162;
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}
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}
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gamemode singleplayer
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drawgem interpolate(6), "CHAIN3", "LIFEGMM2", -23, 49, 15, 30, 193;
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else
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drawgem translatable, interpolate(6), "CHAIN3", "LIFEGMM2", -23, 49, 15, 30, 193;
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}
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else
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{
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drawimage "WPSLOT0", 190, 162;
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ininventory FWeapQuietus
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{
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drawimage "WPFULL0", 190, 162;
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}
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else
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{
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hasweaponpiece FWeapQuietus, 1
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{
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drawimage "WPIECEF1", 190, 162;
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}
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hasweaponpiece FWeapQuietus, 2
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{
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drawimage "WPIECEF2", 225, 162;
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}
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hasweaponpiece FWeapQuietus, 3
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{
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drawimage "WPIECEF3", 234, 162;
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}
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}
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gamemode singleplayer
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drawgem interpolate(6), "CHAIN", "LIFEGMF2", -23, 49, 15, 30, 193;
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else
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drawgem translatable, interpolate(6), "CHAIN", "LIFEGMF2", -23, 49, 15, 30, 193;
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}
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drawimage "LFEDGE", 0, 193;
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drawimage "RTEDGE", 277, 193;
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}
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statusbar Automap
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{
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drawimage "H2BAR", 0, 134;
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drawimage "KEYBAR", 38, 162;
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drawkeybar 5, horizontal, 20, 46, 164;
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drawimage hexenarmor(armor, "ARMSLOT1"), 150, 164;
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drawimage hexenarmor(shield, "ARMSLOT2"), 181, 164;
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drawimage hexenarmor(helm, "ARMSLOT3"), 212, 164;
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drawimage hexenarmor(amulet, "ARMSLOT4"), 243, 164;
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// Also draw the life gem here
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playertype FighterPlayer
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{
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gamemode singleplayer
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drawgem interpolate(6), "CHAIN", "LIFEGMF2", -23, 49, 15, 30, 193;
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else
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drawgem translatable, interpolate(6), "CHAIN", "LIFEGMF2", -23, 49, 15, 30, 193;
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}
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else playertype ClericPlayer
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{
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gamemode singleplayer
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drawgem interpolate(6), "CHAIN2", "LIFEGMC2", -23, 49, 15, 30, 193;
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else
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drawgem translatable, interpolate(6), "CHAIN2", "LIFEGMC2", -23, 49, 15, 30, 193;
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}
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else playertype MagePlayer
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{
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gamemode singleplayer
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drawgem interpolate(6), "CHAIN3", "LIFEGMM2", -23, 49, 15, 30, 193;
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else
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drawgem translatable, interpolate(6), "CHAIN3", "LIFEGMM2", -23, 49, 15, 30, 193;
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}
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drawimage "LFEDGE", 0, 193;
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drawimage "RTEDGE", 277, 193;
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}
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statusbar inventory
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{
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drawimage "INVBAR", 38, 162;
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drawinventorybar HexenStrict, noartibox, 7, INDEXFONT_RAVEN, 52, 164, 80, 185, untranslated;
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}
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statusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.
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{
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drawinventorybar HexenStrict, translucent, 7, INDEXFONT_RAVEN, -106+center, -31, -78+center, -10, untranslated;
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}
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