- Blood: fixed use of wrong font for ammo display on statusbar.

This commit is contained in:
Christoph Oelckers 2021-05-19 22:40:10 +02:00
parent 91bd24f8b5
commit 75cc66083d

View file

@ -517,7 +517,7 @@ class BloodStatusBar : RazeStatusBar
int num = pPlayer.ammoCount[pPlayer.weaponAmmo]; int num = pPlayer.ammoCount[pPlayer.weaponAmmo];
if (pPlayer.weaponAmmo == 6) if (pPlayer.weaponAmmo == 6)
num /= 10; num /= 10;
DrawStatNumber("%3d", num, "SBarWeaponNum", 216, 183, 0, 0); DrawStatNumber("%3d", num, "SBarHealthAmount", 216, 183, 0, 0);
} }
for (int i = 9; i >= 1; i--) for (int i = 9; i >= 1; i--)
{ {
@ -526,7 +526,7 @@ class BloodStatusBar : RazeStatusBar
int num = pPlayer.ammoCount[i]; int num = pPlayer.ammoCount[i];
if (i == 6) if (i == 6)
num /= 10; num /= 10;
DrawStatNumber("%3d", num, "SBarAmmoAmount", x, y, i == pPlayer.weaponAmmo ? -128 : 32, 10); DrawStatNumber("%3d", num, "SBarHealthAmount", x, y, i == pPlayer.weaponAmmo ? -128 : 32, 10);
} }
DrawStatNumber("%2d", pPlayer.ammoCount[10], "SBarAmmoAmount", 291, 194, pPlayer.weaponAmmo == 10 ? -128 : 32, 10); DrawStatNumber("%2d", pPlayer.ammoCount[10], "SBarAmmoAmount", 291, 194, pPlayer.weaponAmmo == 10 ? -128 : 32, 10);
DrawStatNumber("%2d", pPlayer.ammoCount[11], "SBarAmmoAmount", 309, 194, pPlayer.weaponAmmo == 11 ? -128 : 32, 10); DrawStatNumber("%2d", pPlayer.ammoCount[11], "SBarAmmoAmount", 309, 194, pPlayer.weaponAmmo == 11 ? -128 : 32, 10);
@ -588,7 +588,7 @@ class BloodStatusBar : RazeStatusBar
int num = pPlayer.ammoCount[pPlayer.weaponAmmo]; int num = pPlayer.ammoCount[pPlayer.weaponAmmo];
if (pPlayer.weaponAmmo == 6) if (pPlayer.weaponAmmo == 6)
num /= 10; num /= 10;
DrawStatNumber("%3d", num, "SBarWeaponNum", 42, 183 - 200, 0, 0); DrawStatNumber("%3d", num, "SBarHealthAmount", 42, 183 - 200, 0, 0);
} }
DrawImage("ArmorBox", (284 - 320, 187 - 200), DI_ITEM_RELCENTER, style:STYLE_Normal, col:0xffc0c0c0, translation:nPalette); DrawImage("ArmorBox", (284 - 320, 187 - 200), DI_ITEM_RELCENTER, style:STYLE_Normal, col:0xffc0c0c0, translation:nPalette);
if (pPlayer.armor[1]) if (pPlayer.armor[1])