Virtualize item/weapon name tag display

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
AFADoomer
Posts: 1337
Joined: Tue Jul 15, 2003 4:18 pm

Virtualize item/weapon name tag display

Post by AFADoomer »

Display of weapon name tags, as controlled by the 'displaynametags' CVar, is hard-coded in g_game.cpp as StatusBar->AttachMessage calls in the 'slot', 'weaprev', and 'weapnext' console binds.

Additionally, the DisplayNameTag function called in the ZScript PlayerPawn InvNext and InvPrev functions to display inventory item name tags is a native function (also in g_game.cpp).

Can these be standardized and consolidated, or otherwise be set up to allow override via ZScript?
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia

Re: Virtualize item/weapon name tag display

Post by Marisa the Magician »

Would very much like this, as the current method I have for replacing name tags is very hacky.
User avatar
Major Cooke
Posts: 8192
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: Virtualize item/weapon name tag display

Post by Major Cooke »

If there can be a function to actually print them too, that would be so helpful as well.

Return to “Feature Suggestions [GZDoom]”