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- Exhumed: Added air meter to alt HUD and fixed the one on the status bar.
Fixes #383 Fixes #259
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1 changed files with 18 additions and 10 deletions
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@ -638,7 +638,7 @@ private:
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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// Frag display - very ugly and may have to be redone if multiplayer suppoer gets added.
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// Frag display - very ugly and may have to be redone if multiplayer support gets added.
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -748,6 +748,17 @@ private:
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SBar_DrawString(this, &numberFont, format, 20, -numberFont.mFont->GetHeight()+2, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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SBar_DrawString(this, &numberFont, format, 20, -numberFont.mFont->GetHeight()+2, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
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}
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}
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//
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// Air
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//
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if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater)
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{
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img = GetStatusSequencePic(nStatusSeqOffset + 133, airframe);
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imgScale = baseScale / img->GetDisplayHeight();
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DrawGraphic(img, -4, -22, DI_ITEM_RIGHT_BOTTOM, 1., -1, -1, imgScale, imgScale);
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}
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//
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//
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// Magic
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// Magic
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//
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//
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@ -827,13 +838,6 @@ private:
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val += 4;
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val += 4;
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x += 20;
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x += 20;
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}
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}
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#if 0
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DisplayKeys(pp, -25, -38, 0.8625, 0.8625);
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PrintLevelStats(int(baseScale + 4));
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#endif
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}
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}
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@ -880,12 +884,16 @@ private:
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if (nItemSeq >= 0) {
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if (nItemSeq >= 0) {
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DrawStatusSequence(nItemSeq + nStatusSeqOffset, nItemFrame, 0);
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DrawStatusSequence(nItemSeq + nStatusSeqOffset, nItemFrame, 0);
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}
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}
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// draw the blue air level meter when underwater (but not responsible for animating the breathing lungs otherwise)
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DrawStatusSequence(nStatusSeqOffset + 133, airframe, 0, -32);
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// draws health level dots, animates breathing lungs and other things
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// draws health level dots, animates breathing lungs and other things
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DrawStatusAnims();
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DrawStatusAnims();
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// draw the blue air level meter when underwater (but not responsible for animating the breathing lungs otherwise)
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if (SectFlag[nPlayerViewSect[nLocalPlayer]] & kSectUnderwater)
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{
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DrawStatusSequence(nStatusSeqOffset + 133, airframe, 0, -32);
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}
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// draw compass
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// draw compass
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if (hud_size <= Hud_StbarOverlay) DrawStatusSequence(nStatusSeqOffset + 35, ((inita + 128) & kAngleMask) >> 8, 0);
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if (hud_size <= Hud_StbarOverlay) DrawStatusSequence(nStatusSeqOffset + 35, ((inita + 128) & kAngleMask) >> 8, 0);
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