Ka-bump, even though I realize this is very likely six months too late. I was futzing about with creating a small ALTHUDCF patch for use with this (because some of us do use the Alternate HUD to see all of their ammotypes at once so they can be OCD about picking up bullet boxes that give them 50 bullets when they are only 24 from max capacity, right? Right?) when I ran into a small snag: those weapons that allow dual-firing (excluding the chaingun) do not have their ammotypes set to both of their respective clips, and the rocket launcher does not have its clip set as an ammotype either (though this latter thing is not a large problem, considering that it reloads automatically,) so ClipPistolRight and ClipDoubleRight never show up since the engine doesn't believe they are used by any weapon. Not something that warrants a 1.1 by a long shot, but something I wanted to point out since the Alternate HUD is a nice feature and more people should take it into consideration when they mod (a man can dream, right?)
For reference, here's the ALTHUDCF I cooked up. It works great aside from the aforementioned problems, and creating a decorate patch seems like a bad idea for saved games.
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Clip "CLIPA0"
ClipPistol "PISLA0"
ClipPistolRight "PISRA0"
Shell "SHELA0"
ClipShotgun "SHTRD0"
ClipDoubleLeft "SGRLH0"
ClipDoubleRight "SGRRH0"
RocketAmmo "ROCKA0"
ClipRocket "RLNGA0"
Cell "CELLA0"
ClipPlasma "AMBPLAS1"
Edit: The Parkour dash could probably be put in here somehow too, if it was made an ammotype and set to the Ammotype2 of some inconsequential weapon that doesn't actually have an ammo-using altfire.