void Draw (EHudState state) { DBaseStatusBar::Draw (state); if (state == HUD_StatusBar) { if (SB_state != 0) { SB_state--; } DrawMainBar (); } else { if (state == HUD_Fullscreen) { ST_SetNeedRefresh(); DrawFullScreenStuff (); } // Draw pop screen (log, keys, and status) if (CurrentPop != POP_None && PopHeight < 0) { DrawPopScreen (screen->GetHeight()); } } }
void Draw (EHudState state) { DBaseStatusBar::Draw (state); if (state == HUD_Fullscreen) { SB_state = screen->GetPageCount (); DrawFullScreenStuff (); } else if (state == HUD_StatusBar) { if (SB_state != 0) { SB_state--; } DrawMainBar (); } }
void Draw (EHudState state) { DBaseStatusBar::Draw (state); if (state == HUD_Fullscreen) { SB_state = screen->GetPageCount (); if ( cl_stfullscreenhud ) DrawFullScreenStuffST( ); else DrawFullScreenStuff (); } else if (state == HUD_StatusBar) { if (SB_state != 0) { SB_state--; DrawImage (&StatusBarTex, 0, 0); memset (OldArms, 255, sizeof(OldArms)); OldKeys = -1; memset (OldAmmo, 255, sizeof(OldAmmo)); memset (OldMaxAmmo, 255, sizeof(OldMaxAmmo)); OldHealth = -1; OldArmor = -1; OldActiveAmmo = -1; OldFrags = -9999; OldPoints = -9999; } DrawMainBar (); if (CPlayer->inventorytics > 0 && !(level.flags & LEVEL_NOINVENTORYBAR)) { DrawInventoryBar (); SB_state = screen->GetPageCount (); } } }