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Fix offset of strong symbol in nameplate
As reported by Skeith
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parent
a8c36540e5
commit
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@ -211,36 +211,39 @@ void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pP
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CCharacter *pCharacter = m_pClient->m_GameWorld.GetCharacterByID(pPlayerInfo->m_ClientID);
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CCharacter *pCharacter = m_pClient->m_GameWorld.GetCharacterByID(pPlayerInfo->m_ClientID);
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if(pCharacter && pLocalChar)
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if(pCharacter && pLocalChar)
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{
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{
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YOffset -= FontSize;
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if(pPlayerInfo->m_Local)
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if(pPlayerInfo->m_Local)
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TextRender()->TextColor(rgb);
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TextRender()->TextColor(rgb);
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else
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else
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{
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{
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float ScaleX, ScaleY;
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const float StrongWeakImgSize = 40.0f;
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Graphics()->TextureClear();
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Graphics()->TextureClear();
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_STRONGWEAK].m_Id);
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Graphics()->QuadsBegin();
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ColorRGBA StrongWeakStatusColor;
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int StrongWeakSpriteID;
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if(pLocalChar->GetStrongWeakID() > pCharacter->GetStrongWeakID())
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if(pLocalChar->GetStrongWeakID() > pCharacter->GetStrongWeakID())
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{
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_STRONGWEAK].m_Id);
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StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(6401973));
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Graphics()->QuadsBegin();
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StrongWeakSpriteID = SPRITE_HOOK_STRONG;
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Graphics()->SetColor(color_cast<ColorRGBA>(ColorHSLA(6401973)));
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RenderTools()->SelectSprite(SPRITE_HOOK_STRONG);
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ColorRGBA WeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(6401973));
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TextRender()->TextColor(WeakStatusColor);
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}
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}
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else
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else
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{
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_STRONGWEAK].m_Id);
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StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(41131));
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Graphics()->QuadsBegin();
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StrongWeakSpriteID = SPRITE_HOOK_WEAK;
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Graphics()->SetColor(color_cast<ColorRGBA>(ColorHSLA(41131)));
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RenderTools()->SelectSprite(SPRITE_HOOK_WEAK);
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ColorRGBA StrongStatusColor = color_cast<ColorRGBA>(ColorHSLA(41131));
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TextRender()->TextColor(StrongStatusColor);
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}
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}
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RenderTools()->DrawSprite(Position.x, YOffset + 15, 40.0f);
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Graphics()->SetColor(StrongWeakStatusColor);
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RenderTools()->SelectSprite(StrongWeakSpriteID);
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RenderTools()->GetSpriteScale(StrongWeakSpriteID, ScaleX, ScaleY);
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TextRender()->TextColor(StrongWeakStatusColor);
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YOffset -= StrongWeakImgSize * ScaleY;
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RenderTools()->DrawSprite(Position.x, YOffset + (StrongWeakImgSize / 2.0f) * ScaleY, StrongWeakImgSize);
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Graphics()->QuadsEnd();
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Graphics()->QuadsEnd();
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YOffset -= FontSize;
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}
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}
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if(g_Config.m_Debug || g_Config.m_ClNameplatesStrong == 2)
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if(g_Config.m_Debug || g_Config.m_ClNameplatesStrong == 2)
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{
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{
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YOffset -= FontSize;
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char aBuf[12];
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char aBuf[12];
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str_format(aBuf, sizeof(aBuf), "%d", pCharacter->GetStrongWeakID());
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str_format(aBuf, sizeof(aBuf), "%d", pCharacter->GetStrongWeakID());
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float XOffset = TextRender()->TextWidth(0, FontSize, aBuf, -1, -1.0f) / 2.0f;
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float XOffset = TextRender()->TextWidth(0, FontSize, aBuf, -1, -1.0f) / 2.0f;
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