505 HHTexture:= Surface2Tex(tmpsurf, false); |
505 HHTexture:= Surface2Tex(tmpsurf, false); |
506 SDL_FreeSurface(tmpsurf); |
506 SDL_FreeSurface(tmpsurf); |
507 |
507 |
508 InitHealth; |
508 InitHealth; |
509 |
509 |
510 PauseTexture:= RenderStringTex(trmsg[sidPaused], cYellowColor, fntBig); |
510 PauseTexture:= RenderStringTex(trmsg[sidPaused], cCentralMessageColor, fntBig); |
511 AFKTexture:= RenderStringTex(trmsg[sidAFK], cYellowColor, fntBig); |
511 AFKTexture:= RenderStringTex(trmsg[sidAFK], cCentralMessageColor, fntBig); |
512 keyConfirm:= KeyBindToName('confirm'); |
512 keyConfirm:= KeyBindToName('confirm'); |
513 keyQuit:= KeyBindToName('quit'); |
513 keyQuit:= KeyBindToName('quit'); |
514 ConfirmTexture:= RenderStringTex(Format(trmsg[sidConfirm], [keyConfirm, keyQuit]), cYellowColor, fntBig); |
514 ConfirmTexture:= RenderStringTex(Format(trmsg[sidConfirm], [keyConfirm, keyQuit]), cCentralMessageColor, fntBig); |
515 SyncTexture:= RenderStringTex(trmsg[sidSync], cYellowColor, fntBig); |
515 SyncTexture:= RenderStringTex(trmsg[sidSync], cCentralMessageColor, fntBig); |
516 |
516 |
517 if not reload then |
517 if not reload then |
518 AddProgress; |
518 AddProgress; |
519 |
519 |
520 // name of weapons in ammo menu |
520 // name of weapons in ammo menu |