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Merge pull request #8293 from BlaiZephyr/add-team0-indicator
add team0mode indicator
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fdc929d2b1
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data/hud.png
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data/hud.png
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@ -449,6 +449,7 @@ container.sprites.Add(Sprite("hud_practice_mode", set_hud, 4,6,2,2))
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container.sprites.Add(Sprite("hud_dummy_hammer", set_hud, 6,6,2,2))
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container.sprites.Add(Sprite("hud_dummy_copy", set_hud, 8,6,2,2))
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container.sprites.Add(Sprite("hud_lock_mode", set_hud, 10,6,2,2))
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container.sprites.Add(Sprite("hud_team0_mode", set_hud, 12,6,2,2))
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container.sprites.Add(Sprite("part_snowflake", set_extras, 0,0,2,2))
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@ -11,7 +11,7 @@ CharacterFlags = ["SOLO", "JETPACK", "COLLISION_DISABLED", "ENDLESS_HOOK", "ENDL
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"HAMMER_HIT_DISABLED", "SHOTGUN_HIT_DISABLED", "GRENADE_HIT_DISABLED", "LASER_HIT_DISABLED", "HOOK_HIT_DISABLED",
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"TELEGUN_GUN", "TELEGUN_GRENADE", "TELEGUN_LASER",
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"WEAPON_HAMMER", "WEAPON_GUN", "WEAPON_SHOTGUN", "WEAPON_GRENADE", "WEAPON_LASER", "WEAPON_NINJA",
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"MOVEMENTS_DISABLED", "IN_FREEZE", "PRACTICE_MODE", "LOCK_MODE"]
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"MOVEMENTS_DISABLED", "IN_FREEZE", "PRACTICE_MODE", "LOCK_MODE", "TEAM0_MODE"]
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GameInfoFlags = [
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"TIMESCORE", "GAMETYPE_RACE", "GAMETYPE_FASTCAP", "GAMETYPE_FNG",
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"GAMETYPE_DDRACE", "GAMETYPE_DDNET", "GAMETYPE_BLOCK_WORLDS",
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@ -752,6 +752,7 @@ void CHud::PreparePlayerStateQuads()
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// Quads for displaying team modes
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m_PracticeModeOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_LockModeOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_Team0ModeOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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}
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void CHud::RenderPlayerState(const int ClientId)
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@ -1002,6 +1003,12 @@ void CHud::RenderPlayerState(const int ClientId)
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_PracticeModeOffset, x, y);
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x += 12;
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}
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if(m_pClient->m_Snap.m_aCharacters[ClientId].m_HasExtendedDisplayInfo && m_pClient->m_Snap.m_aCharacters[ClientId].m_ExtendedData.m_Flags & CHARACTERFLAG_TEAM0_MODE)
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{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudTeam0Mode);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_Team0ModeOffset, x, y);
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x += 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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@ -135,6 +135,7 @@ private:
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int m_DummyHammerOffset;
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int m_DummyCopyOffset;
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int m_PracticeModeOffset;
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int m_Team0ModeOffset;
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int m_LockModeOffset;
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};
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@ -3308,6 +3308,7 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportLaser);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudPracticeMode);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLockMode);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeam0Mode);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDummyHammer);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDummyCopy);
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m_HudSkinLoaded = false;
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@ -3367,6 +3368,7 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]);
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m_HudSkin.m_SpriteHudPracticeMode = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_PRACTICE_MODE]);
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m_HudSkin.m_SpriteHudLockMode = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LOCK_MODE]);
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m_HudSkin.m_SpriteHudTeam0Mode = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TEAM0_MODE]);
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m_HudSkin.m_SpriteHudDummyHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_HAMMER]);
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m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
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@ -707,6 +707,7 @@ public:
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IGraphics::CTextureHandle m_SpriteHudTeleportLaser;
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IGraphics::CTextureHandle m_SpriteHudPracticeMode;
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IGraphics::CTextureHandle m_SpriteHudLockMode;
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IGraphics::CTextureHandle m_SpriteHudTeam0Mode;
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IGraphics::CTextureHandle m_SpriteHudDummyHammer;
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IGraphics::CTextureHandle m_SpriteHudDummyCopy;
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};
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@ -1274,6 +1274,10 @@ void CCharacter::Snap(int SnappingClient)
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{
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_LOCK_MODE;
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}
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if(Teams()->TeamFlock(Team()))
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{
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pDDNetCharacter->m_Flags |= CHARACTERFLAG_TEAM0_MODE;
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}
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pDDNetCharacter->m_TargetX = m_Core.m_Input.m_TargetX;
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pDDNetCharacter->m_TargetY = m_Core.m_Input.m_TargetY;
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}
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