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https://gitlab.com/ryandwyer/perfect-dark
synced 2026-07-10 22:01:43 -04:00
Decompile bgunDrawHud
This commit is contained in:
+398
-6753
File diff suppressed because it is too large
Load Diff
+1
-1
@@ -5054,7 +5054,7 @@ Gfx *playerRenderHud(Gfx *gdl)
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}
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if (optionsGetAmmoOnScreen(g_Vars.currentplayerstats->mpindex)) {
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gdl = bgunRenderHud(gdl);
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gdl = bgunDrawHud(gdl);
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}
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#if VERSION >= VERSION_NTSC_1_0
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+8
-8
@@ -32678,14 +32678,14 @@ Gfx *countdownTimerRender(Gfx *gdl)
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ms = (s32)floorf(value60 * 1.6666666269302f) - mins * 6000 - secs * 100;
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gdl = text0f153628(gdl);
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gdl = bgunRenderHudInteger(gdl, (mins % 100) / 10, viewright - 18, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudInteger(gdl, mins % 10, viewright - 14, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudString(gdl, fmt, viewright - 8, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudInteger(gdl, (secs % 60) / 10, viewright - 2, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudInteger(gdl, secs % 10, viewright + 2, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudString(gdl, fmt, viewright + 8, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudInteger(gdl, (ms % 100) / 10, viewright + 14, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunRenderHudInteger(gdl, ms % 10, viewright + 18, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudInteger(gdl, (mins % 100) / 10, viewright - 18, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudInteger(gdl, mins % 10, viewright - 14, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudString(gdl, fmt, viewright - 8, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudInteger(gdl, (secs % 60) / 10, viewright - 2, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudInteger(gdl, secs % 10, viewright + 2, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudString(gdl, fmt, viewright + 8, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudInteger(gdl, (ms % 100) / 10, viewright + 14, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = bgunDrawHudInteger(gdl, ms % 10, viewright + 18, HUDHALIGN_MIDDLE, y, HUDVALIGN_MIDDLE, 0x00ff00a0);
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gdl = text0f153780(gdl);
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}
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@@ -166,12 +166,12 @@ u32 bgunGetAmmoTypeForWeapon(u32 weaponnum, u32 func);
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s32 bgunGetAmmoQtyForWeapon(u32 weaponnum, u32 func);
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void bgunSetAmmoQtyForWeapon(u32 weaponnum, u32 func, u32 quantity);
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s32 bgunGetAmmoCapacityForWeapon(s32 weaponnum, s32 func);
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Gfx *bgunRenderHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *bgunRenderHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *bgunDrawHudString(Gfx *gdl, char *text, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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Gfx *bgunDrawHudInteger(Gfx *gdl, s32 value, s32 x, bool halign, s32 y, s32 valign, u32 colour);
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void bgunResetAbmag(struct abmag *abmag);
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void bgun0f0a9da8(struct abmag *abmag, s32 remaining, s32 capacity, s32 height);
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Gfx *bgunRenderHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
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Gfx *bgunRenderHud(Gfx *gdl);
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Gfx *bgunDrawHudGauge(Gfx *gdl, s32 x1, s32 y1, s32 x2, s32 y2, struct abmag *abmag, s32 remaining, s32 capacity, u32 vacantcolour, u32 occupiedcolour, bool flip);
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Gfx *bgunDrawHud(Gfx *gdl);
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void bgunAddBoost(s32 arg0);
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void bgunSubtractBoost(s32 arg0);
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void bgunApplyBoost(void);
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