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SBARINFO
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/* Base Doom; */
Height 0;
InterpolateHealth TRUE, 1024;
InterpolateArmor TRUE, 1024;
MonospaceFonts TRUE, "0";
Resolution 320, 240;
statusbar fullscreen, fullscreenoffsets // ZDoom HUD
{
// LEFT SIDE
// health
drawimage "FLDHEALT", 0, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, health, 44, -29;
drawimage "D2PRCNT", 44, -29;
// armor
drawimage "FLDARMOR", 59, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, armor, 103, -29;
drawimage "D2PRCNT", 103, -29;
// mugshot
drawimage "FLDSTL", 118, -32;
drawmugshot "STM", 5, 119, -32;
// static powerups
InInventory PowerStrength { DrawImage "HASBERK", 119, -31; }
InInventory PowerShield { DrawImage "HASARMR", 148, -31; }
// inventory selected
drawimage "FLDSTL", 0, -64;
drawselectedinventory center, alwaysshowcounter, FDFONT_SDOOM2, 18, -57, 34, -61, untranslated;
// RIGHT SIDE
// ammo tally
drawimage "FLDCAPS", -74, -64;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(Clip1), -33, -59;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(AmmoShell), -33, -53;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(Clip2), -33, -47;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(AmmoRocket), -33, -41;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(AmmoCell), -33, -35;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(SoulAmmo), -33, -29;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(Gas), -33, -23;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammo(Nuke), -33, -17;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(Clip1), -7, -59;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(AmmoShell), -7, -53;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(Clip2), -7, -47;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(AmmoRocket), -7, -41;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(AmmoCell), -7, -35;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(SoulAmmo), -7, -29;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(Gas), -7, -23;
drawnumber 3, FDFONT_SDOOM2, untranslated, ammocapacity(Nuke), -7, -17;
// keys
drawimage "FLDKEYS", -87, -32;
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", -84, -29;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", -84, -19;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", -84, -9;
// current weapon ammo
UsesAmmo
{
// panels, vehicles
InInventory "PowerArtilleryTankSwitch", 1 || "PowerattackhelicopterSwitch", 1
{
drawimage "FLDMAG1", -177, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -133, -29;
drawimage "FLDMAG2", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo2, -88, -29;
}
else InInventory "PowerTankSwitch", 1
{
drawimage "FLDMAG1", -177, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo2, -133, -29;
drawimage "FLDMAG2", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
else InInventory "PowerHeavyMachinegunSwitch", 1
{
drawimage "FLDAMMO", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
else InInventory "PowerBikeSwitch", 1
{
drawimage "FLDKPH", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
// panels, weapons
else IsSelected "Machinegun", "MiniGun" // Slot 4, swapped ammo reads
{
drawimage "FLDMAG1", -177, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -133, -29;
drawimage "FLDMAG2", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo2, -88, -29;
}
else IsSelected "BFG10k" // Slot 7, BFG10k
{
drawimage "FLDMAG1", -177, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -133, -29;
drawimage "FLDMAG2", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo2, -88, -29;
}
else IsSelected "BIG_FUCKING_GUN", "Unmaker" // Slot 7, ammo pool only
{
drawimage "FLDAMMO", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
else IsSelected "HellishMissileLauncher" // Slot 8, Revenant Launcher
{
drawimage "FLDMAG1", -177, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -133, -29;
drawimage "FLDMAG2", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo2, -88, -29;
}
else IsSelected "FlameCannon", "DualFlameCannon" // Slot 9, Mancubus Flame Cannons
{
drawimage "FLDAMMO", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
else IsSelected "HandGrenades", "Flamethrower2" // Slot 9, Grenades and old Flamethrower
{
drawimage "FLDAMMO", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
else IsSelected "CyberdemonsMissileLauncher", "MastermindChaingun" // INV, Boss Weapons
{
drawimage "FLDAMMO", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
else // Everything that doesn't need a special case
{
drawimage "FLDMAG", -177, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo2, -133, -29;
drawimage "FLDAMMO", -132, -32;
drawnumber 3, FDFONT_DOOM2, untranslated, ammo1, -88, -29;
}
// special case numbers
IsSelected "AssaultShotgun" { IfCVarInt bd_EnergyASG, 1, equal {
drawnumber 3, FDFONT_DOOM2, purple, ammo2, -133, -29;
drawnumber 3, FDFONT_DOOM2, purple, ammo1, -88, -29; } }
IsSelected "Shot_Gun" { IfCVarInt bd_ShotgunSlugs, 1, equal {
drawnumber 3, FDFONT_DOOM2, white, ammo2, -133, -29;
drawnumber 3, FDFONT_DOOM2, white, ammo1, -88, -29; } }
IsSelected "SSG" { InInventory "UsingDragonBreath", 1 {
drawnumber 3, FDFONT_DOOM2, orange, ammo2, -133, -29;
drawnumber 3, FDFONT_DOOM2, orange, ammo1, -88, -29; } }
IsSelected "GrenadeLauncher" { IfCVarInt BD_STICKYGRENADES, 1, equal {
drawnumber 3, FDFONT_DOOM2, lightblue, ammo2, -133, -29;
drawnumber 3, FDFONT_DOOM2, lightblue, ammo1, -88, -29; } }
IsSelected "Rocket_Launcher" { IfCVarInt bd_LaserRockets, 1, equal {
drawnumber 3, FDFONT_DOOM2, brick, ammo2, -133, -29;
drawnumber 3, FDFONT_DOOM2, brick, ammo1, -88, -29; } }
IsSelected "Plasma_Gun" { IfCVarInt bd_needlegun, 1, equal {
drawnumber 3, FDFONT_DOOM2, purple, ammo2, -133, -29;
drawnumber 3, FDFONT_DOOM2, purple, ammo1, -88, -29; } }
IsSelected "HellishMissileLauncher" { IfCVarInt bd_HellishLaserRockets, 1, equal {
drawnumber 3, FDFONT_DOOM2, brick, ammo1, -133, -29;
drawnumber 3, FDFONT_DOOM2, brick, ammo2, -88, -29; } }
IsSelected "HandGrenades" {
InInventory "nadetype", 3 { drawnumber 1, FDFONT_DOOM2, purple, ammo1, -88, -29; }
else InInventory "nadetype", 2 { drawnumber 1, FDFONT_DOOM2, green, ammo1, -88, -29; }
else InInventory "nadetype", 1 { drawnumber 1, FDFONT_DOOM2, cyan, ammo1, -88, -29; }
else InInventory not "nadetype" { drawnumber 1, FDFONT_DOOM2, orange, ammo1, -88, -29; } }
}
// grenades
drawimage "FLDGRN", -74, -96;
drawnumber 1, FDFONT_SDOOM2, untranslated, ammo(AmmoVoidGrenade), -7, -73;
drawnumber 1, FDFONT_SDOOM2, untranslated, ammo(AmmoPipeBomb), -7, -79;
drawnumber 1, FDFONT_SDOOM2, untranslated, ammo(AmmoIceGrenade), -7, -85;
drawnumber 1, FDFONT_SDOOM2, untranslated, ammo(AmmoFragGrenade), -7, -91;
// grenade preview
InInventory "nadetype", 3 { drawImage "BDPGRNV", -56, -80, center, 30, 26; }
else InInventory "nadetype", 2 { drawImage "BDPGRNP", -56, -80, center, 30, 26; }
else InInventory "nadetype", 1 { drawImage "BDPGRNF", -56, -80, center, 30, 26; }
else InInventory not "nadetype" { drawImage "BDPGRNC", -56, -80, center, 30, 26; }
// grenade selection
InInventory "nadetype", 3 {
drawImage "BDPVOID", -34, -73;
drawnumber 1, FDFONT_SDOOM2, purple, ammo(AmmoVoidGrenade), -7, -73; }
else InInventory "nadetype", 2 {
drawImage "BDPPIPE", -34, -79;
drawnumber 1, FDFONT_SDOOM2, green, ammo(AmmoPipeBomb), -7, -79; }
else InInventory "nadetype", 1 {
drawImage "BDPFREZ", -34, -85;
drawnumber 1, FDFONT_SDOOM2, cyan, ammo(AmmoIceGrenade), -7, -85; }
else InInventory not "nadetype" {
drawImage "BDPCLST", -34, -91;
drawnumber 1, FDFONT_SDOOM2, orange, ammo(AmmoFragGrenade), -7, -91; }
// stamina bar
InInventory UsedStamina, 1 {
DrawBar "STMNBAR2", "STMNBAR", Ammo UsedStamina, horizontal, interpolate(8), 96, -46;
drawimage "STMNBAR3", 96, -46; }
// UNUSED?
Alpha 0.4
{
//drawimage armoricon, 87, -21, center, 58, 16, forcescale;
}
Alpha 0.4
{
//drawimage ammoicon1, -23, -54, center, 32, 14, forcescale;
}
}
statusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.
{
drawinventorybar Doom, vertical, 5, INDEXFONT, 0, -219;
}
StatusBar Normal {}
StatusBar Automap {}
StatusBar Inventory {}