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- use generalized automap label code for Shadow Warrior, too.
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parent
faf23d8ff0
commit
7c1e64757a
2 changed files with 20 additions and 37 deletions
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@ -1831,9 +1831,6 @@ drawscreen(PLAYERp pp)
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newaspect_enable = 0;
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renderSetAspect(viewingRange, divscale16(ydim * 8, xdim * 5));
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}
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UpdateStatusBar(totalclock);
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UpdatePanel(smoothratio);
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#define SLIME 2305
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@ -1924,10 +1921,8 @@ drawscreen(PLAYERp pp)
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SyncStatMessage();
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#endif
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UpdateStatusBar(totalclock);
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DrawCrosshair(pp);
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DoPlayerDiveMeter(pp); // Do the underwater breathing bar
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// Boss Health Meter, if Boss present
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@ -895,47 +895,35 @@ private:
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void PrintLevelStats(int bottomy)
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{
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FLevelStats stats{};
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stats.fontscale = 1;
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stats.spacing = 7;
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stats.screenbottomspace = bottomy;
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stats.font = SmallFont;
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stats.time = Scale(PlayClock, 1000, 120);
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if (automapMode == am_full)
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{
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int txt_x, txt_y;
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// draw location text (moved here so that it gets printed on top of the border)
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if (hud_size == Hud_Nothing)
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{
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txt_x = 7;
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txt_y = 168;
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}
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else
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{
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txt_x = 7;
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txt_y = 147;
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}
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if (automapFollow)
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{
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MNU_DrawSmallString(txt_x, txt_y - 7, "Follow Mode", 0, 0);
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}
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sprintf(ds,"%s",currentLevel->DisplayName());
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MNU_DrawSmallString(txt_x,txt_y,ds,0, 0);
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stats.letterColor = CR_SAPPHIRE;
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stats.standardColor = CR_UNTRANSLATED;
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if (!am_textfont)
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{
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stats.font = SmallFont2;
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stats.spacing = 6;
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}
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else stats.spacing = SmallFont->GetHeight() + 1;
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DBaseStatusBar::PrintAutomapInfo(stats);
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}
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// JBF 20040124: display level stats in screen corner
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else if (hud_stats && !(CommEnabled || numplayers > 1))
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{
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auto pp = Player + screenpeek;
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FLevelStats stats{};
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stats.fontscale = 1;
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stats.spacing = 7;
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stats.screenbottomspace = bottomy;
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stats.time = Scale(PlayClock, 1000, 120);
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stats.kills = Player->Kills;
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stats.maxkills = TotalKillable;
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stats.frags = -1;
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stats.secrets = Player->SecretsFound;
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stats.maxsecrets = LevelSecrets;
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stats.font = SmallFont;
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stats.letterColor = CR_RED;
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stats.standardColor = CR_TAN;
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@ -967,10 +955,10 @@ public:
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}
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else if (hud_size == Hud_full)
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{
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align = DI_SCREEN_CENTER_TOP;
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align = DI_SCREEN_CENTER_BOTTOM;
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inv_x = -80 * hud_scale;
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inv_y = -70 * hud_scale;
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DrawHUD2(); // todo: Implement a proper view for this
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inv_y = -40 * hud_scale;
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DrawHUD2();
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}
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else if (hud_size == Hud_Mini)
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{
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