void CUIMainIngameWnd::UpdateActiveItemInfo() { PIItem item = m_pActor->inventory().ActiveItem(); if(item) { xr_string str_name; xr_string icon_sect_name; xr_string str_count; item->GetBriefInfo (str_name, icon_sect_name, str_count); UIWeaponSignAmmo.Show (true ); UIWeaponBack.SetText (str_name.c_str () ); UIWeaponSignAmmo.SetText (str_count.c_str () ); SetAmmoIcon (icon_sect_name.c_str () ); //------------------- m_pWeapon = smart_cast<CWeapon*> (item); }else { UIWeaponIcon.Show (false); UIWeaponSignAmmo.Show (false); UIWeaponBack.SetText (""); m_pWeapon = NULL; } }
void CUIHudStatesWnd::UpdateActiveItemInfo( CActor* actor ) { PIItem item = actor->inventory().ActiveItem(); if ( item ) { if(m_b_force_update) { if(item->cast_weapon()) item->cast_weapon()->ForceUpdateAmmo(); m_b_force_update = false; } item->GetBriefInfo ( m_item_info ); // UIWeaponBack.SetText ( str_name.c_str() ); m_fire_mode->SetText ( m_item_info.fire_mode.c_str() ); SetAmmoIcon ( m_item_info.icon.c_str() ); m_ui_weapon_cur_ammo->Show ( true ); m_ui_weapon_fmj_ammo->Show ( true ); m_ui_weapon_ap_ammo->Show ( true ); m_fire_mode->Show ( true ); m_ui_grenade->Show ( true ); m_ui_weapon_cur_ammo->SetText ( m_item_info.cur_ammo.c_str() ); m_ui_weapon_fmj_ammo->SetText ( m_item_info.fmj_ammo.c_str() ); m_ui_weapon_ap_ammo->SetText ( m_item_info.ap_ammo.c_str() ); m_ui_grenade->SetText ( m_item_info.grenade.c_str() ); CWeaponMagazinedWGrenade* wpn = smart_cast<CWeaponMagazinedWGrenade*>(item); if(wpn && wpn->m_bGrenadeMode) { m_ui_weapon_fmj_ammo->SetTextColor(color_rgba(238,155,23,150)); m_ui_grenade->SetTextColor(color_rgba(238,155,23,255)); } else { m_ui_weapon_fmj_ammo->SetTextColor(color_rgba(238,155,23,255)); m_ui_grenade->SetTextColor(color_rgba(238,155,23,150)); } } else { m_ui_weapon_icon->Show ( false ); m_ui_weapon_cur_ammo->Show ( false ); m_ui_weapon_fmj_ammo->Show ( false ); m_ui_weapon_ap_ammo->Show ( false ); m_fire_mode->Show ( false ); m_ui_grenade->Show ( false ); } }