sb_weapons[0][4] = Sbar_NewPic ("gfx/inv_rlaunch");
sb_weapons[0][5] = Sbar_NewPic ("gfx/inv_srlaunch");
sb_weapons[0][6] = Sbar_NewPic ("gfx/inv_lightng");
-
+
sb_weapons[1][0] = Sbar_NewPic ("gfx/inv2_shotgun");
sb_weapons[1][1] = Sbar_NewPic ("gfx/inv2_sshotgun");
sb_weapons[1][2] = Sbar_NewPic ("gfx/inv2_nailgun");
sb_weapons[1][4] = Sbar_NewPic ("gfx/inv2_rlaunch");
sb_weapons[1][5] = Sbar_NewPic ("gfx/inv2_srlaunch");
sb_weapons[1][6] = Sbar_NewPic ("gfx/inv2_lightng");
-
+
for (i = 0;i < 5;i++)
{
sb_weapons[2+i][0] = Sbar_NewPic (va("gfx/inva%i_shotgun",i+1));
sb_weapons[2+i][5] = Sbar_NewPic (va("gfx/inva%i_srlaunch",i+1));
sb_weapons[2+i][6] = Sbar_NewPic (va("gfx/inva%i_lightng",i+1));
}
-
+
sb_ammo[0] = Sbar_NewPic ("gfx/sb_shells");
sb_ammo[1] = Sbar_NewPic ("gfx/sb_nails");
sb_ammo[2] = Sbar_NewPic ("gfx/sb_rocket");
sb_ammo[3] = Sbar_NewPic ("gfx/sb_cells");
-
+
sb_armor[0] = Sbar_NewPic ("gfx/sb_armor1");
sb_armor[1] = Sbar_NewPic ("gfx/sb_armor2");
sb_armor[2] = Sbar_NewPic ("gfx/sb_armor3");
-
+
sb_items[0] = Sbar_NewPic ("gfx/sb_key1");
sb_items[1] = Sbar_NewPic ("gfx/sb_key2");
sb_items[2] = Sbar_NewPic ("gfx/sb_invis");
sb_items[3] = Sbar_NewPic ("gfx/sb_invuln");
sb_items[4] = Sbar_NewPic ("gfx/sb_suit");
sb_items[5] = Sbar_NewPic ("gfx/sb_quad");
-
+
sb_sigil[0] = Sbar_NewPic ("gfx/sb_sigil1");
sb_sigil[1] = Sbar_NewPic ("gfx/sb_sigil2");
sb_sigil[2] = Sbar_NewPic ("gfx/sb_sigil3");
sb_sigil[3] = Sbar_NewPic ("gfx/sb_sigil4");
-
+
sb_faces[4][0] = Sbar_NewPic ("gfx/face1");
sb_faces[4][1] = Sbar_NewPic ("gfx/face_p1");
sb_faces[3][0] = Sbar_NewPic ("gfx/face2");
sb_faces[1][1] = Sbar_NewPic ("gfx/face_p4");
sb_faces[0][0] = Sbar_NewPic ("gfx/face5");
sb_faces[0][1] = Sbar_NewPic ("gfx/face_p5");
-
+
sb_face_invis = Sbar_NewPic ("gfx/face_invis");
sb_face_invuln = Sbar_NewPic ("gfx/face_invul2");
sb_face_invis_invuln = Sbar_NewPic ("gfx/face_inv2");
sb_face_quad = Sbar_NewPic ("gfx/face_quad");
-
+
sb_sbar = Sbar_NewPic ("gfx/sbar");
sb_ibar = Sbar_NewPic ("gfx/ibar");
sb_scorebar = Sbar_NewPic ("gfx/scorebar");
-
+
//MED 01/04/97 added new hipnotic weapons
if (gamemode == GAME_HIPNOTIC)
{
hsb_weapons[0][2] = Sbar_NewPic ("gfx/inv_gren_prox");
hsb_weapons[0][3] = Sbar_NewPic ("gfx/inv_prox_gren");
hsb_weapons[0][4] = Sbar_NewPic ("gfx/inv_prox");
-
+
hsb_weapons[1][0] = Sbar_NewPic ("gfx/inv2_laser");
hsb_weapons[1][1] = Sbar_NewPic ("gfx/inv2_mjolnir");
hsb_weapons[1][2] = Sbar_NewPic ("gfx/inv2_gren_prox");
hsb_weapons[1][3] = Sbar_NewPic ("gfx/inv2_prox_gren");
hsb_weapons[1][4] = Sbar_NewPic ("gfx/inv2_prox");
-
+
for (i = 0;i < 5;i++)
{
hsb_weapons[2+i][0] = Sbar_NewPic (va("gfx/inva%i_laser",i+1));
hsb_weapons[2+i][3] = Sbar_NewPic (va("gfx/inva%i_prox_gren",i+1));
hsb_weapons[2+i][4] = Sbar_NewPic (va("gfx/inva%i_prox",i+1));
}
-
+
hsb_items[0] = Sbar_NewPic ("gfx/sb_wsuit");
hsb_items[1] = Sbar_NewPic ("gfx/sb_eshld");
}
{
rsb_invbar[0] = Sbar_NewPic ("gfx/r_invbar1");
rsb_invbar[1] = Sbar_NewPic ("gfx/r_invbar2");
-
+
rsb_weapons[0] = Sbar_NewPic ("gfx/r_lava");
rsb_weapons[1] = Sbar_NewPic ("gfx/r_superlava");
rsb_weapons[2] = Sbar_NewPic ("gfx/r_gren");
rsb_weapons[3] = Sbar_NewPic ("gfx/r_multirock");
rsb_weapons[4] = Sbar_NewPic ("gfx/r_plasma");
-
+
rsb_items[0] = Sbar_NewPic ("gfx/r_shield1");
rsb_items[1] = Sbar_NewPic ("gfx/r_agrav1");
-
+
// PGM 01/19/97 - team color border
rsb_teambord = Sbar_NewPic ("gfx/r_teambord");
// PGM 01/19/97 - team color border
-
+
rsb_ammo[0] = Sbar_NewPic ("gfx/r_ammolava");
rsb_ammo[1] = Sbar_NewPic ("gfx/r_ammomulti");
rsb_ammo[2] = Sbar_NewPic ("gfx/r_ammoplasma");
static void Sbar_DrawWeapon(int nr, float fade, int active)
{
// width = 300, height = 100
- const int w_width = 300, w_height = 100, w_space = 10, font_size = 10;
+ const int w_width = 300, w_height = 100, w_space = 10;
const float w_scale = 0.4;
DrawQ_Pic(vid.conwidth - (w_width + w_space) * w_scale, (w_height + w_space) * w_scale * nr + w_space, sb_weapons[0][nr]->name, w_width * w_scale, w_height * w_scale, (active) ? 1 : 0.6, active ? 1 : 0.6, active ? 1 : 1, fade * sbar_alpha_fg.value, DRAWFLAG_ADDITIVE);
for (i = 0; i < 8;i++)
if (cl.stats[STAT_ITEMS] & (1 << i))
Sbar_DrawWeapon(i + 1, fade, (i + 2 == cl.stats[STAT_ACTIVEWEAPON]));
-
+
if((cl.stats[STAT_ITEMS] & (1<<12)))
Sbar_DrawWeapon(0, fade, (cl.stats[STAT_ACTIVEWEAPON] == 1));
}