From d8db31bdd8fd1ff5ef5ca03f5f833408760e6b00 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 21 Aug 2020 16:29:41 +1000 Subject: [PATCH] - Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in RR FullscreenHUD1. --- source/games/duke/src/sbar_r.cpp | 28 +++++++++++++++------------- 1 file changed, 15 insertions(+), 13 deletions(-) diff --git a/source/games/duke/src/sbar_r.cpp b/source/games/duke/src/sbar_r.cpp index abb781125..a0d2449d6 100644 --- a/source/games/duke/src/sbar_r.cpp +++ b/source/games/duke/src/sbar_r.cpp @@ -139,24 +139,26 @@ public: int weapon = p->curr_weapon; if (weapon == HANDREMOTE_WEAPON) weapon = DYNAMITE_WEAPON; - if (p->curr_weapon != KNEE_WEAPON && p->curr_weapon != SLINGBLADE_WEAPON && (!althud_flashing || (int)totalclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10))) + int wicon = ammo_sprites[p->curr_weapon]; + if (wicon > 0) { format.Format("%d", p->ammo_amount[weapon]); - SBar_DrawString(this, &numberFont, format, -1, -numberFont.mFont->GetHeight() * scale + 4, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, scale, scale); + auto imgWeap = tileGetTexture(wicon); + auto weapScale = imgScale / imgWeap->GetDisplayHeight(); + auto imgX = 22.5; + auto strlen = format.Len(); - int wicon = ammo_sprites[p->curr_weapon]; - if (wicon > 0) + if (strlen > 1) { - auto imgWeap = tileGetTexture(wicon); - auto weapScale = imgScale / imgWeap->GetDisplayHeight(); - auto imgX = 22.5; - auto strlen = format.Len(); - if (strlen > 1) - { - imgX += (imgX * 0.755) * (strlen - 1); - } - DrawGraphic(imgWeap, -imgX, -2, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, weapScale, weapScale); + imgX += (imgX * 0.755) * (strlen - 1); } + + if (p->curr_weapon != KNEE_WEAPON && p->curr_weapon != SLINGBLADE_WEAPON && (!althud_flashing || (int)totalclock & 32 || p->ammo_amount[weapon] > (max_ammo_amount[weapon] / 10))) + { + SBar_DrawString(this, &numberFont, format, -1, -numberFont.mFont->GetHeight() * scale + 4, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, scale, scale); + } + + DrawGraphic(imgWeap, -imgX, -2, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, weapScale, weapScale); } //