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- fixed: The ammo display in Doom should not be drawn if the current weapon does not use ammo.
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parent
54764c136d
commit
699d4882d5
1 changed files with 3 additions and 5 deletions
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@ -48,10 +48,8 @@ class DoomStatusBar : BaseStatusBar
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DrawImage("STTPRCNT", (90, 171), DI_ITEM_OFFSETS);
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DrawImage("STTPRCNT", (221, 171), DI_ITEM_OFFSETS);
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Inventory a1, a2;
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int amt1;
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[a1, a2, amt1] = GetCurrentAmmo();
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DrawString(mHUDFont, FormatNumber(amt1, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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Inventory a1 = GetCurrentAmmo();
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if (a1 != null) DrawString(mHUDFont, FormatNumber(a1.Amount, 3), (44, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(CPlayer.health, 3), (90, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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DrawString(mHUDFont, FormatNumber(GetArmorAmount(), 3), (221, 171), DI_TEXT_ALIGN_RIGHT|DI_NOSHADOW);
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@ -76,7 +74,7 @@ class DoomStatusBar : BaseStatusBar
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else image = "";
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DrawImage(image, (239, 191), DI_ITEM_OFFSETS);
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int maxamt;
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int amt1, maxamt;
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[amt1, maxamt] = GetAmount("Clip");
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DrawString(mIndexFont, FormatNumber(amt1, 3), (288, 173), DI_TEXT_ALIGN_RIGHT);
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DrawString(mIndexFont, FormatNumber(maxamt, 3), (314, 173), DI_TEXT_ALIGN_RIGHT);
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