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- Fixed: The Doom status bar's ammo display may not use the INDEXFONT for
the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. SVN r1432 (trunk)
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3 changed files with 26 additions and 8 deletions
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@ -1,4 +1,7 @@
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February 21, 2009 (Changes by Graf Zahl)
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- Fixed: The Doom status bar's ammo display may not use the INDEXFONT for
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the alternative HUD. Instead it has to create a separate one out of the
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STYSNUM characters.
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- Fixed: skins can not be sorted for binary search because the player class
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code depends on the original indices.
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- Fixed: P_StartConversation set the global dialog node variable for all
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@ -46,6 +46,21 @@ INDEXFONT_RAVEN
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9 SMALLIN9
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}
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INDEXFONT_DOOM
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{
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0 STYSNUM0
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1 STYSNUM1
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2 STYSNUM2
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3 STYSNUM3
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4 STYSNUM4
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5 STYSNUM5
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6 STYSNUM6
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7 STYSNUM7
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8 STYSNUM8
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9 STYSNUM9
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}
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// Doom and Chex intermissions use special text glyphs. The Raven and Strife
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// games just use the standard big font.
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@ -81,15 +81,15 @@ statusbar normal // Standard Doom Status bar
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drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181;
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drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191;
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drawnumber 3, INDEXFONT, gold, ammo Clip, 288, 173;
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drawnumber 3, INDEXFONT, gold, ammo Shell, 288, 179;
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drawnumber 3, INDEXFONT, gold, ammo RocketAmmo, 288, 185;
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drawnumber 3, INDEXFONT, gold, ammo Cell, 288, 191;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Clip, 288, 173;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Shell, 288, 179;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammo RocketAmmo, 288, 185;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Cell, 288, 191;
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drawnumber 3, INDEXFONT, gold, ammocapacity Clip, 314, 173;
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drawnumber 3, INDEXFONT, gold, ammocapacity Shell, 314, 179;
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drawnumber 3, INDEXFONT, gold, ammocapacity RocketAmmo, 314, 185;
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drawnumber 3, INDEXFONT, gold, ammocapacity Cell, 314, 191;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Clip, 314, 173;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Shell, 314, 179;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity RocketAmmo, 314, 185;
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drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Cell, 314, 191;
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gamemode deathmatch, teamgame
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{
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drawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171;
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