diff -r e2e40700c5cf -r 0248cf0da834 hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Fri Feb 16 12:38:30 2018 +0100 +++ b/hedgewars/uWorld.pas Fri Feb 16 13:57:48 2018 +0100 @@ -1087,11 +1087,12 @@ DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); end; - // draw ai kill counter for gfAISurvival - if (GameFlags and gfAISurvival) <> 0 then - begin + // draw Lua value, if set + if (hasLuaTeamValue) then + DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, LuaTeamValueTex) + // otherwise, draw AI kill counter for gfAISurvival + else if (GameFlags and gfAISurvival) <> 0 then DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); - end; // if highlighted, draw flag and other contents again to keep their colors // this approach should be faster than drawing all borders one by one tinted or not @@ -1115,7 +1116,13 @@ DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex) end; - if (GameFlags and gfAISurvival) <> 0 then + if (hasLuaTeamValue) then + begin + r.w:= LuaTeamValueTex^.w - 4; + r.h:= LuaTeamValueTex^.h - 4; + DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, LuaTeamValueTex); + end + else if (GameFlags and gfAISurvival) <> 0 then begin r.w:= AIKillsTex^.w - 4; r.h:= AIKillsTex^.h - 4;