void CUIInventoryWnd::Update() { if(m_b_need_reinit) InitInventory (); CEntityAlive *pEntityAlive = smart_cast<CEntityAlive*>(Level().CurrentEntity()); if(pEntityAlive) { float v = pEntityAlive->conditions().GetHealth()*100.0f; UIProgressBarHealth.SetProgressPos (v); v = pEntityAlive->conditions().GetPsyHealth()*100.0f; UIProgressBarPsyHealth.SetProgressPos (v); v = pEntityAlive->conditions().GetRadiation()*100.0f; UIProgressBarRadiation.SetProgressPos (v); #ifdef INV_NEW_SLOTS_SYSTEM if (GameID() == GAME_SINGLE){ CActor* m_pActor = smart_cast<CActor*>(Level().CurrentViewEntity()); v =(m_pActor->conditions().GetSatiety())*100.0f; UIProgressBarSatiety.SetProgressPos (v); } #endif CInventoryOwner* pOurInvOwner = smart_cast<CInventoryOwner*>(pEntityAlive); u32 _money = 0; if (GameID() != GAME_SINGLE){ game_PlayerState* ps = Game().GetPlayerByGameID(pEntityAlive->ID()); if (ps){ UIProgressBarRank.SetProgressPos(ps->experience_D*100); _money = ps->money_for_round; } }else { _money = pOurInvOwner->get_money(); } // update money string64 sMoney; //red_virus sprintf_s (sMoney,"%d %s", _money, *CStringTable().translate("ui_st_money_regional")); UIMoneyWnd.SetText (sMoney); // update outfit parameters CCustomOutfit* outfit = smart_cast<CCustomOutfit*>(pOurInvOwner->inventory().m_slots[OUTFIT_SLOT].m_pIItem); UIOutfitInfo.Update (outfit); } UIStaticTimeString.SetText(*InventoryUtilities::GetGameTimeAsString(InventoryUtilities::etpTimeToMinutes)); CUIWindow::Update (); }
void CUIInventoryWnd::Update() { if(m_b_need_reinit) InitInventory (); CEntityAlive *pEntityAlive = smart_cast<CEntityAlive*>(Level().CurrentEntity()); if(pEntityAlive) { float v = pEntityAlive->conditions().GetHealth()*100.0f; UIProgressBarHealth.SetProgressPos (v); v = pEntityAlive->conditions().GetPsyHealth()*100.0f; UIProgressBarPsyHealth.SetProgressPos (v); v = pEntityAlive->conditions().GetRadiation()*100.0f; UIProgressBarRadiation.SetProgressPos (v); if (GameID() != GAME_SINGLE){ game_PlayerState* ps = Game().GetPlayerByGameID(pEntityAlive->ID()); if (ps) UIProgressBarRank.SetProgressPos(ps->experience_D*100); } // update money CInventoryOwner* pOurInvOwner = smart_cast<CInventoryOwner*>(pEntityAlive); string64 sMoney; sprintf (sMoney,"%d RU", pOurInvOwner->get_money()); UIMoneyWnd.SetText (sMoney); // update outfit parameters CCustomOutfit* outfit = smart_cast<CCustomOutfit*>(pOurInvOwner->inventory().m_slots[OUTFIT_SLOT].m_pIItem); UIOutfitInfo.Update (outfit); } //. UITimeWnd.Update (); UIStaticTimeString.SetText(*InventoryUtilities::GetGameTimeAsString(InventoryUtilities::etpTimeToMinutes)); CUIWindow::Update (); }