2480 // health texture for health crate |
2480 // health texture for health crate |
2481 if (k = gtCase) and ((Gear^.Pos and $02) <> 0) then |
2481 if (k = gtCase) and ((Gear^.Pos and $02) <> 0) then |
2482 begin |
2482 begin |
2483 FreeAndNilTexture(Gear^.Tex); |
2483 FreeAndNilTexture(Gear^.Tex); |
2484 if ((Gear^.State and gstFrozen) = 0) then |
2484 if ((Gear^.State and gstFrozen) = 0) then |
2485 Gear^.Tex := RenderStringTex(ansistring(inttostr(Gear^.Health)), $ff80ff80, fnt16); |
2485 // Karma=2: Always hide health |
|
2486 if (Gear^.Karma = 2) then |
|
2487 Gear^.Tex := RenderStringTex(ansistring(trmsg[sidUnknownGearValue]), $ff80ff80, fnt16) |
|
2488 // Karma=1: Hide health in game, but show in demo |
|
2489 else if (Gear^.Karma = 1) and (GameType in [gmtDemo, gmtRecord]) then |
|
2490 Gear^.Tex := RenderStringTex(ansistring(trmsg[sidUnknownGearValue]), $ff80ff80, fnt16) |
|
2491 // Always show health (default) |
|
2492 else |
|
2493 Gear^.Tex := RenderStringTex(ansistring(inttostr(Gear^.Health)), $ff80ff80, fnt16); |
2486 end; |
2494 end; |
2487 if Gear^.Timer = 500 then |
2495 if Gear^.Timer = 500 then |
2488 begin |
2496 begin |
2489 (* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up |
2497 (* Can't make sparkles team coloured without working out what the next team is going to be. This should be solved, really, since it also screws up |
2490 voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that |
2498 voices. Reinforcements voices is heard for active team, not team-to-be. Either that or change crate spawn from end of turn to start, although that |