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- properly scale imgWeap x position based on length of ammo string.
* Simple divisor based on length of string was insufficient, ammo sprite was too close to ammo count when ammo string length was 1-2. * Using chain-cannon with ammo levels at 100, 10 and 1, at 2560x1440 the sprite is always 48px from the 1 in the ammo count.
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1 changed files with 14 additions and 7 deletions
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@ -157,14 +157,21 @@ public:
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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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}
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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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auto imgWeap = tileGetTexture(wicon);
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auto weapScale = imgScale / imgWeap->GetDisplayHeight();
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DrawGraphic(imgWeap, -(15. * format.Len()), -1.5, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, weapScale, weapScale);
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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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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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auto scaler = strlen - 1;
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imgX += ((imgX / 2.) * scaler) + ((imgX / 10.) * scaler);
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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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//
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