I am pretty sure that none of the hud drawing routines allow translations; although hudmessage allows for translation I am not sure it works with images. You best bet is probably the textures lump.
If you want the player to have different sprites based upon the weapon he is holding, look into playerpawn. I believe you would have to set up a new state per weapon for each state defined in the player pawn and jump to the correct one in each state. for instance
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//...
Spawn:
PLAY A 0 A_JumpIfInventory("ShotgunSelected",1,"ShotgunSpawn") // a check for each weapon like this
...
PLAY A 4 //the final default sprite
loop
ShotgunSpawn: //each state needs a custom like this
PLAS A 4
goto Spawn:
...
It would be a pain, so ask yourself how worth it it is