Graf Zahl wrote:2. It's a bit of work but doable. If this really would help you I can do it but it's something I have to think about first.
As it is right now I need to make a command to check for custom weapon pieces (HasPiece <weapon>, <num>). To support Hexen's weapon pieces a separate command would be needed (HasHexenPiece <num>). It would probably be less work for me to handle both from SBarInfo's side, but it would result in a command that no one would use (and perhaps confusion for those who do wish to use it).
If you think that having the two SBarInfo commands would be better than I will go ahead with that plan.
This is something I have been thinking about changing before so I'm going to do it. I don't like the current redundancy of the code. It's practically the same with some serious limitations in the Hexen version. But it might take a little to figure out how to do it properly.
Replacing the mugshot code in doom_sbar.cpp is done. I added the ability to check if a weapon uses two ammo types so now the zdoom additions to the Heretic and Hexen status bar are possible. The hasweaponpeice command does not work with Hexen's forth weapons because of the difference mentioned in the last few posts.
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
Also could this FONTDEFS entry be added? Its the INDEXFONT for Heretic and Hexen. Its not needed for anything in ZDoom but it's small and will be useful for when I put the Heretic/Hexen status bar in the wiki.
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
I should mention that the Ouch face shows up every time you take damage when using the default hard coded Doom status bar, not a reproduction using SBARINFO.
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
Nash wrote:Blzut, do you think it would be possible to modify the globalarray command to "offset" the reference for mods that actually give the players a TID?