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add deep and live frozen display
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@ -450,6 +450,8 @@ container.sprites.Add(Sprite("hud_no_hammer_hit", set_hud, 6,2,2,2))
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container.sprites.Add(Sprite("hud_no_shotgun_hit", set_hud, 8,2,2,2))
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container.sprites.Add(Sprite("hud_no_grenade_hit", set_hud, 10,2,2,2))
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container.sprites.Add(Sprite("hud_no_laser_hit", set_hud, 12,2,2,2))
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container.sprites.Add(Sprite("hud_deep_frozen", set_hud, 0,4,2,2))
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container.sprites.Add(Sprite("hud_live_frozen", set_hud, 2,4,2,2))
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container.sprites.Add(Sprite("hud_teleport_grenade", set_hud, 4,4,2,2))
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container.sprites.Add(Sprite("hud_teleport_gun", set_hud, 6,4,2,2))
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container.sprites.Add(Sprite("hud_teleport_laser", set_hud, 8,4,2,2))
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@ -819,7 +819,9 @@ void CHud::PreparePlayerStateQuads()
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m_NoGrenadeHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoLaserHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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// Quads for displaying dummy actions
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// Quads for displaying dummy actions and freeze status
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m_DeepFrozenOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_LiveFrozenOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_DummyHammerOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_DummyCopyOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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@ -1016,7 +1018,6 @@ void CHud::RenderPlayerState(const int ClientID)
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HasCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudTeleportLaser);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_TeleportLaserOffset, x, y);
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x += 12;
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}
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// render prohibited capabilities
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@ -1073,15 +1074,26 @@ void CHud::RenderPlayerState(const int ClientID)
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoLaserHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoLaserHitOffset, x, y);
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x += 12;
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}
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// render dummy actions
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// render dummy actions and freeze state
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x = 5;
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if(HasProhibitedCapabilities)
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{
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y += 12;
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}
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if(pCharacter->m_DeepFrozen)
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{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudDeepFrozen);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_DeepFrozenOffset, x, y);
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x += 12;
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}
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if(pCharacter->m_LiveFrozen)
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{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudLiveFrozen);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_LiveFrozenOffset, x, y);
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x += 12;
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}
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if(g_Config.m_ClDummyHammer)
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{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudDummyHammer);
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@ -1092,7 +1104,6 @@ void CHud::RenderPlayerState(const int ClientID)
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{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudDummyCopy);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_DummyCopyOffset, x, y);
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x += 12;
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}
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}
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@ -121,6 +121,8 @@ private:
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int m_NoShotgunHitOffset;
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int m_NoGrenadeHitOffset;
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int m_NoLaserHitOffset;
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int m_DeepFrozenOffset;
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int m_LiveFrozenOffset;
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int m_DummyHammerOffset;
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int m_DummyCopyOffset;
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int m_NinjaBarFullLeftOffset;
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@ -3020,6 +3020,8 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoShotgunHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoGrenadeHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoLaserHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDeepFrozen);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLiveFrozen);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGrenade);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGun);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportLaser);
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@ -3071,6 +3073,8 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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m_HudSkin.m_SpriteHudNoShotgunHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_SHOTGUN_HIT]);
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m_HudSkin.m_SpriteHudNoGrenadeHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_GRENADE_HIT]);
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m_HudSkin.m_SpriteHudNoLaserHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_LASER_HIT]);
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m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]);
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m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]);
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m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]);
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m_HudSkin.m_SpriteHudTeleportGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GUN]);
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m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]);
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@ -660,6 +660,8 @@ public:
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IGraphics::CTextureHandle m_SpriteHudNoShotgunHit;
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IGraphics::CTextureHandle m_SpriteHudNoGrenadeHit;
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IGraphics::CTextureHandle m_SpriteHudNoLaserHit;
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IGraphics::CTextureHandle m_SpriteHudDeepFrozen;
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IGraphics::CTextureHandle m_SpriteHudLiveFrozen;
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IGraphics::CTextureHandle m_SpriteHudTeleportGrenade;
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IGraphics::CTextureHandle m_SpriteHudTeleportGun;
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IGraphics::CTextureHandle m_SpriteHudTeleportLaser;
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