equal
deleted
inserted
replaced
875 stereoDepth:= 0; |
875 stereoDepth:= 0; |
876 {$ENDIF} |
876 {$ENDIF} |
877 end; |
877 end; |
878 |
878 |
879 procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
879 procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
880 var i, t: LongInt; |
880 var i, t, h: LongInt; |
881 r: TSDL_Rect; |
881 r: TSDL_Rect; |
882 tdx, tdy: Double; |
882 tdx, tdy: Double; |
883 s: string[15]; |
883 s: string[15]; |
884 highlight: Boolean; |
884 highlight: Boolean; |
885 smallScreenOffset, offsetX, offsetY, screenBottom: LongInt; |
885 smallScreenOffset, offsetX, offsetY, screenBottom: LongInt; |
1063 end |
1063 end |
1064 else smallScreenOffset:= 0; |
1064 else smallScreenOffset:= 0; |
1065 for t:= 0 to Pred(TeamsCount) do |
1065 for t:= 0 to Pred(TeamsCount) do |
1066 with TeamsArray[t]^ do |
1066 with TeamsArray[t]^ do |
1067 begin |
1067 begin |
|
1068 h:= 0; |
1068 highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
1069 highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
1069 |
1070 |
1070 if highlight then |
1071 if highlight then |
1071 Tint(Clan^.Color shl 8 or $FF); |
1072 Tint(Clan^.Color shl 8 or $FF); |
1072 |
1073 |
1085 |
1086 |
1086 // draw health bars right border |
1087 // draw health bars right border |
1087 inc(r.x, cTeamHealthWidth + 2); |
1088 inc(r.x, cTeamHealthWidth + 2); |
1088 r.w:= 3; |
1089 r.w:= 3; |
1089 DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex); |
1090 DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex); |
|
1091 |
|
1092 if not highlight and not hasGone then |
|
1093 for i:= 0 to cMaxHHIndex do |
|
1094 if Hedgehogs[i].Gear <> nil then |
|
1095 begin |
|
1096 inc(h,round(Hedgehogs[i].Gear^.Health*(TeamHealthBarWidth/TeamHealth))); |
|
1097 if h < TeamHealthBarWidth-1 then DrawTexture(14 + h, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); |
|
1098 end; |
1090 |
1099 |
1091 // draw ai kill counter for gfAISurvival |
1100 // draw ai kill counter for gfAISurvival |
1092 if (GameFlags and gfAISurvival) <> 0 then |
1101 if (GameFlags and gfAISurvival) <> 0 then |
1093 begin |
1102 begin |
1094 DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); |
1103 DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); |