mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 00:21:38 +00:00
- Exhumed: added a countdown display for the magic spells in the fullscreen HUD.
This commit is contained in:
parent
7470286d5b
commit
0b115ac9c7
2 changed files with 26 additions and 2 deletions
|
@ -83,7 +83,7 @@ int LoadPaletteLookups()
|
||||||
// Other changes than altering the fog gradient are not necessary.
|
// Other changes than altering the fog gradient are not necessary.
|
||||||
lookups.tables[kPalTorch].ShadeFactor = lookups.tables[kPalTorch2].ShadeFactor = (numshades - 2) / 20.f;
|
lookups.tables[kPalTorch].ShadeFactor = lookups.tables[kPalTorch2].ShadeFactor = (numshades - 2) / 20.f;
|
||||||
lookups.tables[kPalNoTorch].ShadeFactor = lookups.tables[kPalNoTorch2].ShadeFactor = (numshades - 2) / 4.f;
|
lookups.tables[kPalNoTorch].ShadeFactor = lookups.tables[kPalNoTorch2].ShadeFactor = (numshades - 2) / 4.f;
|
||||||
lookups.tables[kPalBrite].ShadeFactor = lookups.tables[kPalBrite].ShadeFactor = (numshades - 2) / 128.f;
|
lookups.tables[kPalBrite].ShadeFactor = lookups.tables[kPalBrite2].ShadeFactor = (numshades - 2) / 128.f;
|
||||||
lookups.setFadeColor(kPalRedBrite, 255, 0, 0);
|
lookups.setFadeColor(kPalRedBrite, 255, 0, 0);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -150,6 +150,23 @@ void InitStatus()
|
||||||
statusy = ydim - 200;
|
statusy = ydim - 200;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int ItemTimer(int num, int plr)
|
||||||
|
{
|
||||||
|
switch (num) {
|
||||||
|
case 1: //Scarab item
|
||||||
|
return (PlayerList[plr].invincibility * 100) / 900;
|
||||||
|
case 3: //Hand item
|
||||||
|
return (nPlayerDouble[plr] * 100) / 1350;
|
||||||
|
case 5: //Mask
|
||||||
|
return (PlayerList[plr].nMaskAmount * 100) / 1350;
|
||||||
|
case 4: //Invisible
|
||||||
|
return (nPlayerInvisible[plr] * 100) / 900;
|
||||||
|
case 2: //Torch
|
||||||
|
return (nPlayerTorch[plr] * 100) / 900;
|
||||||
|
}
|
||||||
|
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
int BuildStatusAnim(int val, int nFlags)
|
int BuildStatusAnim(int val, int nFlags)
|
||||||
{
|
{
|
||||||
|
@ -773,7 +790,14 @@ private:
|
||||||
DrawGraphic(img, 70, -1, DI_ITEM_CENTER_BOTTOM, 1., -1, -1, imgScale, imgScale);
|
DrawGraphic(img, 70, -1, DI_ITEM_CENTER_BOTTOM, 1., -1, -1, imgScale, imgScale);
|
||||||
|
|
||||||
format.Format("%d", pp->nMagic / 10);
|
format.Format("%d", pp->nMagic / 10);
|
||||||
SBar_DrawString(this, numberFont, format, 79.5, -numberFont->mFont->GetHeight()+3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
|
|
||||||
|
short nItem = nPlayerItem[nLocalPlayer];
|
||||||
|
int timer = ItemTimer(nItem, nLocalPlayer);
|
||||||
|
if (timer > 0)
|
||||||
|
{
|
||||||
|
format.AppendFormat("/%d", timer);
|
||||||
|
}
|
||||||
|
SBar_DrawString(this, numberFont, format, 79.5, -numberFont->mFont->GetHeight() + 3, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
|
||||||
}
|
}
|
||||||
//
|
//
|
||||||
// Weapon
|
// Weapon
|
||||||
|
|
Loading…
Reference in a new issue