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				| @ -173,7 +173,7 @@ function PostRender(Canvas C) | |||||||
| 
 | 
 | ||||||
|     //// Draw weapons progress bars
 |     //// Draw weapons progress bars
 | ||||||
|     if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker') |     if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker') | ||||||
|         && nicePlayer.bFlagDisplayWeaponProgress) |         && nicePlayer.bFlagDisplayWeaponProgress && niceMutator.niceWeapProgressSet.length > 0) | ||||||
|     { |     { | ||||||
|         x = C.ClipX - InventoryBoxWidth * C.ClipX - 5; |         x = C.ClipX - InventoryBoxWidth * C.ClipX - 5; | ||||||
|         y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length; |         y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length; | ||||||
| @ -185,7 +185,6 @@ function PostRender(Canvas C) | |||||||
|         } |         } | ||||||
|     } |     } | ||||||
|      |      | ||||||
|      |  | ||||||
|     //// Draw invincibility bar
 |     //// Draw invincibility bar
 | ||||||
|     nicePawn = NiceHumanPawn(nicePlayer.pawn); |     nicePawn = NiceHumanPawn(nicePlayer.pawn); | ||||||
|     if(nicePawn != none && nicePawn.invincibilityTimer != 0.0) |     if(nicePawn != none && nicePawn.invincibilityTimer != 0.0) | ||||||
| @ -360,10 +359,13 @@ function DrawCalibrationStars(Canvas C){ | |||||||
|        x += 32 + 16; |        x += 32 + 16; | ||||||
|     } |     } | ||||||
| } | } | ||||||
| function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team){ | 
 | ||||||
|  | function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team) | ||||||
|  | { | ||||||
|     local float textWidth, textHeight;  |     local float textWidth, textHeight;  | ||||||
|     local string textToDraw; |     local string textToDraw; | ||||||
|     local float TempWidth, TempHeight, TempBorder; |     local float TempWidth, TempHeight, TempBorder; | ||||||
|  | 
 | ||||||
|     TempWidth   = InventoryBoxWidth * C.ClipX; |     TempWidth   = InventoryBoxWidth * C.ClipX; | ||||||
|     TempHeight  = InventoryBoxHeight * C.ClipX; |     TempHeight  = InventoryBoxHeight * C.ClipX; | ||||||
|     TempBorder  = BorderSize * C.ClipX; |     TempBorder  = BorderSize * C.ClipX; | ||||||
| @ -392,7 +394,8 @@ function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgres | |||||||
|        C.SetDrawColor(255, 64, 64); |        C.SetDrawColor(255, 64, 64); | ||||||
|     else |     else | ||||||
|        C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B); |        C.SetDrawColor(team.teamColor.R, team.teamColor.G, team.teamColor.B); | ||||||
|     if(weapProgress.bShowCounter){ |     if(weapProgress.bShowCounter) | ||||||
|  |     { | ||||||
|        textToDraw = string(weapProgress.counter); |        textToDraw = string(weapProgress.counter); | ||||||
|        C.Font = class'ROHUD'.Static.LoadSmallFontStatic(5); |        C.Font = class'ROHUD'.Static.LoadSmallFontStatic(5); | ||||||
|        C.TextSize(textToDraw, textWidth, textHeight); |        C.TextSize(textToDraw, textWidth, textHeight); | ||||||
| @ -400,6 +403,7 @@ function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgres | |||||||
|        C.DrawText(textToDraw); |        C.DrawText(textToDraw); | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  | 
 | ||||||
| function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){ | function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){ | ||||||
|     local bool bNeedsReload; |     local bool bNeedsReload; | ||||||
|     local string Alias, LeftPart, RigthPart; |     local string Alias, LeftPart, RigthPart; | ||||||
|  | |||||||
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