Exemple #1
0
	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 ();
		}
	}
Exemple #3
0
	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 ();
			}
		}
	}