Code: Select all
Resolution 960, 720;
StatusBar FullScreen, Fullscreenoffsets
{
DrawImage "COKEHLTH", 0, -57;
DrawImage "COKELEVL", -154, -57;
DrawImage "ITEMBOX", 150, -54;
DrawSelectedInventory centerbottom, AGA1, 174, -16;
DrawKeyBar 9, Vertical, 34, -34, 2;
Alpha 0.7
{
DrawBar "BOTLFULL", "BOTLEMPT", Health, Vertical, interpolate(4), 0, -372;
DrawBar "BOTLLEVL", "BOTLEMPT", Ammo2, Vertical, interpolate(4), -90, -372;
// ReGenCola glass
InInventory "PowerRegeneration"
{
DrawBar "POWGLASS", "POWGLAS2", PowerupTime ReGenCola, Vertical, 95, -220;
DrawString BULVAR, Untranslated, "ReGen", 95, -270, 1, alignment(left);
}
InInventory "PowerHalfDamage"
{
DrawBar "BOTLAUR1", "BOTLAUR0", PowerupTime HalfDamage, Vertical, 0, -372;
DrawString BULVAR, Untranslated, "Armor", 0, -424, 1, Alignment(left);
}
InInventory "PowerDamage"
{
DrawBar "BOTLAUR2", "BOTLAUR0", PowerupTime ZeroCafDamage, Vertical, -90, -372;
DrawString BULVAR, Untranslated, "2xDam", -0, -424, 1, Alignment(right);
}
// Status bar "face" damage indicator test.
DrawMugShot 1, DisableGrin, DisableOuch, DisableRampage, -128 + center, -128 + center;
}
InInventory "PowerCokeBottleFlash" // Exp bar flashes via Animdefs when cola is picked up.
{
DrawImage "BOTLWHIT", -90, -372;
}
InInventory "PowerCokeBottleFlashDown" // Exp bar displays damage timeout for "barrier protection"
{
DrawBar "BOTLLVDN", "BOTLEMPT", PowerupTime CokeBottleLevelDown, Vertical, interpolate(4), -90, -372;
}
// Arms barrier readout - right on the label!
InInventory BasicArmor, 1
{
DrawNumber 3, BULVAR, Untranslated, Armor, Alignment(center), Whennotzero, -45, -255, 2;
DrawString AGA1, Untranslated, "Barrier", -45, -205, 2, alignment(center);
}
// Flask readout on the left label too
InInventory WaterFlask, 1
{
DrawNumber 3, BULVAR, Untranslated, WaterFlask, Alignment(center), Whennotzero, 45, -255, 2;
DrawString AGA1, Untranslated, "Porta", 45, -205, 2, alignment(center);
}
// Here comes the CRIME: Exp bars per gun.
// The actual bar has to be defined as AmmoType2 in the weapon.
IsSelected PumpShotgun, DualPumpShotgun
{
DrawNumber 1, BULVAR, Untranslated, PumpShotgunLevel, Alignment(right), -1, -57;
}
else IsSelected Piledriver
{
DrawNumber 1, BULVAR, Untranslated, PiledriverLevel, Alignment(right), -1, -57;
}
else IsSelected CardThrower
{
DrawNumber 1, BULVAR, Untranslated, CardThrowerLevel, Alignment(right), -1, -57;
}
else IsSelected MissileLauncher
{
DrawNumber 1, BULVAR, Untranslated, MissileLauncherLevel, Alignment(right), -1, -57;
}
else IsSelected ColaHandgun
{
DrawNumber 1, BULVAR, Untranslated, ColaHandgunLevel, Alignment(right), -1, -57;
}
else
{
DrawString BULVAR, Untranslated, "?", -1, -57, 0, alignment(right);
}
// Ammo bars per gun
IsSelected PumpShotgun
{
DrawBar "SHELTUBE", "SHELNONE", Ammo1, Vertical, -210, -188;
}
else IsSelected DualPumpShotgun
{
DrawBar "SHELTUBE", "SHELNONE", Ammo PumpShotgunClip2, Vertical, -240, -208;
DrawBar "SHELTUBE", "SHELNONE", Ammo PumpShotgunClip, Vertical, -210, -188;
}
else IsSelected Piledriver
{
DrawBar "PILECO2F", "PILECO2E", Ammo PiledriverPressure, Vertical, -156, -268;
DrawBar "PILECLIP", "PILENONE", Ammo1, Vertical, -190, -261;
}
else IsSelected CardThrower
{
DrawImage "WSOLICON", -166, -168;
}
else IsSelected ColaHandgun
{
InInventory ColaHandgunClip, 12 { DrawImage "HUDREV12", -200, -160; }
else InInventory ColaHandgunClip, 11 { DrawImage "HUDREV11", -200, -160; }
else InInventory ColaHandgunClip, 10 { DrawImage "HUDREV10", -200, -160; }
else InInventory ColaHandgunClip, 9 { DrawImage "HUDREV09", -200, -160; }
else InInventory ColaHandgunClip, 8 { DrawImage "HUDREV08", -200, -160; }
else InInventory ColaHandgunClip, 7 { DrawImage "HUDREV07", -200, -160; }
else InInventory ColaHandgunClip, 6 { DrawImage "HUDREV06", -200, -160; }
else InInventory ColaHandgunClip, 5 { DrawImage "HUDREV05", -200, -160; }
else InInventory ColaHandgunClip, 4 { DrawImage "HUDREV04", -200, -160; }
else InInventory ColaHandgunClip, 3 { DrawImage "HUDREV03", -200, -160; }
else InInventory ColaHandgunClip, 2 { DrawImage "HUDREV02", -200, -160; }
else InInventory ColaHandgunClip, 1 { DrawImage "HUDREV01", -200, -160; }
else { DrawImage "HUDREV00", -200, -160; }
}
else // Fallback in case I didn't make a bar yet
{
DrawNumber 3, BULVAR, White, Ammo1, Alignment(right), -90, -128, 2;
}
DrawBar "GRENICON", "GRENNONE", SodaGrenade, Vertical, -208, -54;
}