void CUIGameCustom::Render() { st_vec_it it = m_custom_statics.begin(); st_vec_it it_e = m_custom_statics.end(); for(;it!=it_e;++it) (*it)->Draw(); m_window->Draw(); CEntity* pEntity = smart_cast<CEntity*>(Level().CurrentEntity()); if (pEntity) { CActor* pActor = smart_cast<CActor*>(pEntity); if(pActor && pActor->HUDview() && pActor->g_Alive() && psHUD_Flags.is(HUD_WEAPON|HUD_WEAPON_RT|HUD_WEAPON_RT2)) { u16 ISlot = pActor->inventory().FirstSlot(); u16 ESlot = pActor->inventory().LastSlot(); for( ; ISlot<=ESlot; ++ISlot) { PIItem itm = pActor->inventory().ItemFromSlot(ISlot); if(itm && itm->render_item_ui_query()) itm->render_item_ui(); } } if( GameIndicatorsShown() && psHUD_Flags.is(HUD_DRAW | HUD_DRAW_RT) ) UIMainIngameWnd->Draw(); } m_pMessagesWnd->Draw(); DoRenderDialogs(); }