rows = table_size.y;
weapon_size.x = padded_panel_size.x / columns;
weapon_size.y = padded_panel_size.y / rows;
- vertical_order = (columns >= rows);
// NOTE: although weapons should aways look the same even if onlyowned is enabled,
// we enlarge them a bit when possible to better match the desired aspect ratio
rows = ceil(weapon_count / columns);
weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+ vertical_order = false;
}
else
{
columns = ceil(weapon_count / rows);
weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+ vertical_order = true;
}
// reduce size of the panel
rows = table_size.y;
weapon_size.x = panel_size.x / columns;
weapon_size.y = panel_size.y / rows;
- vertical_order = (columns >= rows);
+ vertical_order = (panel_size.x / panel_size.y >= aspect);
}
// calculate position/size for visual bar displaying ammount of ammo status