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- Exhumed: added a countdown display for the magic spells in the fullscreen HUD.
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2 changed files with 26 additions and 2 deletions
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@ -83,7 +83,7 @@ int LoadPaletteLookups()
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// Other changes than altering the fog gradient are not necessary.
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lookups.tables[kPalTorch].ShadeFactor = lookups.tables[kPalTorch2].ShadeFactor = (numshades - 2) / 20.f;
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lookups.tables[kPalNoTorch].ShadeFactor = lookups.tables[kPalNoTorch2].ShadeFactor = (numshades - 2) / 4.f;
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lookups.tables[kPalBrite].ShadeFactor = lookups.tables[kPalBrite].ShadeFactor = (numshades - 2) / 128.f;
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lookups.tables[kPalBrite].ShadeFactor = lookups.tables[kPalBrite2].ShadeFactor = (numshades - 2) / 128.f;
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lookups.setFadeColor(kPalRedBrite, 255, 0, 0);
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}
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@ -150,6 +150,23 @@ void InitStatus()
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statusy = ydim - 200;
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}
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int ItemTimer(int num, int plr)
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{
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switch (num) {
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case 1: //Scarab item
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return (PlayerList[plr].invincibility * 100) / 900;
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case 3: //Hand item
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return (nPlayerDouble[plr] * 100) / 1350;
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case 5: //Mask
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return (PlayerList[plr].nMaskAmount * 100) / 1350;
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case 4: //Invisible
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return (nPlayerInvisible[plr] * 100) / 900;
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case 2: //Torch
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return (nPlayerTorch[plr] * 100) / 900;
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}
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return -1;
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}
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int BuildStatusAnim(int val, int nFlags)
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{
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@ -773,7 +790,14 @@ private:
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DrawGraphic(img, 70, -1, DI_ITEM_CENTER_BOTTOM, 1., -1, -1, imgScale, imgScale);
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format.Format("%d", pp->nMagic / 10);
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SBar_DrawString(this, numberFont, format, 79.5, -numberFont->mFont->GetHeight()+3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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short nItem = nPlayerItem[nLocalPlayer];
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int timer = ItemTimer(nItem, nLocalPlayer);
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if (timer > 0)
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{
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format.AppendFormat("/%d", timer);
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}
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SBar_DrawString(this, numberFont, format, 79.5, -numberFont->mFont->GetHeight() + 3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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//
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// Weapon
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