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- Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in Duke FullscreenHUD1.
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parent
4e0bef35c0
commit
2cabc4b14d
1 changed files with 15 additions and 13 deletions
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@ -153,24 +153,26 @@ public:
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int weapon = p->curr_weapon;
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if (weapon == HANDREMOTE_WEAPON) weapon = HANDBOMB_WEAPON;
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if (p->curr_weapon != KNEE_WEAPON && (!althud_flashing || (int)totalclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10)))
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{
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format.Format("%d", p->ammo_amount[weapon]);
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SBar_DrawString(this, &numberFont, format, -3, -numberFont.mFont->GetHeight() + 4.5, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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int wicon = ammo_sprites[p->curr_weapon];
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if (wicon > 0)
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{
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format.Format("%d", p->ammo_amount[weapon]);
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auto imgWeap = tileGetTexture(wicon);
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auto weapScale = imgScale / imgWeap->GetDisplayHeight();
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auto imgX = 20.;
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auto strlen = format.Len();
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if (strlen > 1)
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{
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imgX += (imgX * 0.6) * (strlen - 1);
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}
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DrawGraphic(imgWeap, -imgX, -1.5, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, weapScale, weapScale);
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if (p->curr_weapon != KNEE_WEAPON && (!althud_flashing || (int)totalclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10)))
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{
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SBar_DrawString(this, &numberFont, format, -3, -numberFont.mFont->GetHeight() + 4.5, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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DrawGraphic(imgWeap, -imgX, -1.5, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, weapScale, weapScale);
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}
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//
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