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RyanCordell

cleaned up sbarinfo YOU'RE WELCOME YHOLL

Sep 17th, 2016
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  1. /*
  2. The beautiful graphics of this HUD were done by Zrrion the insect in 2013. Shame they sat around doing nothing for so long, heh.
  3. Ryan_Cordell helped alter and touch up a few of them, and Jimmy helped me get the font working.
  4. Many thanks go out to all three of them, now you have a super cool status bar hud!
  5.                                                                             - Yholl
  6. */
  7. //==============================================================================================================================================
  8. //==============================================================================
  9. //      FULLSCREEN STATUSBAR
  10. //==============================================================================
  11. //==============================================================================================================================================
  12. Height 0;
  13.  
  14. statusbar normal, forcescaled
  15. {
  16.     InventoryBarNotVisible // swap out the middle hud section for an inventory bar of 5 slots temporarily
  17.     {
  18.         DrawImage "RLZHUD2", 160, 100, center; // The selected inventory
  19.         DrawSelectedInventory centerbottom, alwaysshowcounter, RLZFONT2, 88, 190, 91, 184, PDAGreen;
  20.     }
  21.    
  22.     DrawImage "RLZHUD1", 160, 100, center;  // Left and right bottom sections of the HUD, containing health/armor and ammo
  23.    
  24.     // Stamina bar is normally green
  25.     InInventory RLStamina, 25
  26.         DrawBar "RLZSTAMG", "RLZSTAMX", Ammo("RLStamina"), vertical, interpolate(4096), 57, 165;
  27.  
  28.     InInventory not RLStamina, 25 // Below 25% is turns red
  29.         DrawBar "RLZSTAMR", "RLZSTAMX", Ammo("RLStamina"), vertical, interpolate(4096), 57, 165;
  30.  
  31.     DrawNumber 3, RLZFONT, untranslated, health, alignment (center), fillzeros, Interpolate(4096), 29, 190, orange, 25; // Health value
  32.    
  33.     // Non-indestructible armor durability is displayed
  34.     InInventory not RLIndestructibleArmorWorn
  35.         DrawNumber 3, RLZFONT, untranslated, armor, alignment (center), fillzeros, Interpolate(4096), 29, 170, orange, 25;  // Armor value
  36.  
  37.     // Indestructible armor durability is shown as an infinity symbol
  38.     InInventory RLIndestructibleArmorWorn
  39.         DrawImage "RLZHUDX", 30, 173, center;   // Infinity display icon
  40.    
  41.     InInventory not RLMultiAmmoWeapon // One or two ammo types?
  42.     {
  43.         InInventory RLInfiniteAmmoWeapon
  44.             DrawImage "RLZHUDX", 285, 184, center;  // Infinity display icon
  45.  
  46.         InInventory not RLInfiniteAmmoWeapon
  47.         {
  48.             UsesSecondaryAmmo not       // Only one ammo type
  49.                 DrawNumber 4, RLZFONT, untranslated, ammo1, alignment (center), fillzeros, 285, 181;    // Primary ammo
  50.  
  51.             UsesSecondaryAmmo           // Two ammo types
  52.             {
  53.                 DrawNumber 4, RLZFONT, untranslated, ammo1, alignment (center), fillzeros, 285, 175;    // Primary ammo
  54.                 DrawNumber 4, RLZFONT, untranslated, ammo2, alignment (center), fillzeros, 285, 187;    // Secondary ammo
  55.             }
  56.         }
  57.     }
  58.        
  59.         // Any weapon that uses more than two ammo types uses this identifier token, so the HUD can display the extra types.
  60.     InInventory RLMultiAmmoWeapon       // Three or more ammo types
  61.     {
  62.         InInventory RLAntiFreakJackalSelected
  63.         {
  64.             InInventory RLAntiFreakJackalDemonArtifacts
  65.             {
  66.                 DrawNumber 4, RLZFONT, untranslated, "RLAntiFreakJackalClip", alignment (center), fillzeros, 285, 172;
  67.                 DrawNumber 4, RLZFONT, untranslated, "RLHellsingARMSCasullClip", alignment (center), fillzeros, 285, 181;
  68.                 DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 190;
  69.             }
  70.             InInventory not RLAntiFreakJackalDemonArtifacts
  71.             {
  72.                 DrawNumber 4, RLZFONT, untranslated, "RLAntiFreakJackalClip", alignment (center), fillzeros, 285, 175;
  73.                 DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 187;
  74.             }
  75.         }
  76.         InInventory RLMarathonShotgunsSelected
  77.         {
  78.             InInventory RLMarathonShotgunsDemonArtifacts
  79.             {
  80.                 DrawNumber 4, RLZFONT, untranslated, "RLMarathonShotgunsClip2", alignment (center), fillzeros, 285, 172;
  81.                 DrawNumber 4, RLZFONT, untranslated, "RLMarathonShotgunsClip1", alignment (center), fillzeros, 285, 181;
  82.                 DrawNumber 4, RLZFONT, untranslated, "Shell", alignment (center), fillzeros, 285, 190;
  83.             }
  84.             InInventory not RLMarathonShotgunsDemonArtifacts
  85.             {
  86.                 DrawNumber 4, RLZFONT, untranslated, "RLMarathonShotgunsClip1", alignment (center), fillzeros, 285, 175;
  87.                 DrawNumber 4, RLZFONT, untranslated, "Shell", alignment (center), fillzeros, 285, 187;
  88.             }
  89.         }
  90.         InInventory RLStormUziSelected
  91.         {
  92.             DrawNumber 4, RLZFONT, untranslated, "RLStormUziClip2", alignment (center), fillzeros, 285, 172;
  93.             DrawNumber 4, RLZFONT, untranslated, "RLStormUziClip", alignment (center), fillzeros, 285, 181;
  94.             DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 190;
  95.         }
  96.         InInventory RLMarathonAssaultRifleSelected
  97.         {
  98.             DrawNumber 4, RLZFONT, untranslated, "RLMarathonAssaultRifleClip", alignment (center), fillzeros, 285, 172;
  99.             DrawNumber 4, RLZFONT, untranslated, "RLMarathonAssaultRifleGrenades", alignment (center), fillzeros, 285, 181;
  100.             DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 190;
  101.         }
  102.         InInventory RLWidowmakerSMGSelected
  103.         {
  104.             DrawNumber 4, RLZFONT, untranslated, "RLWidowmakerSMGClip", alignment (center), fillzeros, 285, 172;
  105.             DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 181;
  106.            
  107.             InInventory RLWidowmakerSMGFirestormAltActive
  108.                 DrawNumber 4, RLZFONT, untranslated, "RocketAmmo", alignment (center), fillzeros, 285, 190;
  109.  
  110.             InInventory RLWidowmakerSMGNanoAltActive
  111.                 DrawNumber 4, RLZFONT, untranslated, "Cell", alignment (center), fillzeros, 285, 190;
  112.         }
  113.         InInventory RLGaussRifleSelected
  114.         {
  115.             DrawNumber 4, RLZFONT, untranslated, "RLGaussRifleClip", alignment (center), fillzeros, 285, 172;
  116.             DrawNumber 4, RLZFONT, untranslated, "RLGaussRifleCharge", alignment (center), fillzeros, 285, 181;
  117.             DrawNumber 4, RLZFONT, untranslated, "Cell", alignment (center), fillzeros, 285, 190;
  118.         }
  119.     }
  120.        
  121.     // The four ammo types are displayed as vertical bars on the right side of the ammo display
  122.     DrawBar "RLZAMMOB", "RLZAMMOX", Ammo("Clip"), vertical, interpolate(4096), 305, 170;
  123.     DrawBar "RLZAMMOS", "RLZAMMOX", Ammo("Shell"), vertical, interpolate(4096), 309, 170;
  124.     DrawBar "RLZAMMOR", "RLZAMMOX", Ammo("RocketAmmo"), vertical, reverse, interpolate(4096), 305, 184;
  125.     DrawBar "RLZAMMOC", "RLZAMMOX", Ammo("Cell"), vertical, reverse, interpolate(4096), 309, 184;
  126.    
  127.        
  128.     Alpha 0.3
  129.     {
  130.         DrawMugShot 5, 143, 5; // IT IS A MYSTERY
  131.     }
  132.    
  133.  
  134.     // Draws the keys in the bottom middle of the HUD
  135.     DrawSwitchableImage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 268, 144;
  136.     DrawSwitchableImage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 280, 144;
  137.     DrawSwitchableImage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 292, 144;
  138. }
  139.  
  140. //==============================================================================
  141. //                      INVENTORY BAR ACTIVE
  142. //==============================================================================
  143.  
  144. statusbar inventory // The swapped in inventory bar section
  145. {
  146.     DrawImage "RLZHUD6", 156, 184, center;
  147.     DrawInventoryBar Doom, 5, RLZFONT2, 79, 170, 97, 190, PDAGreen;
  148.     DrawImage "RLZHUD3", 160, 100, center; // Blank the ammo display
  149.  
  150. //============= Draw Weapon Counter =============
  151.     InInventory RLWeaponLimit, 1
  152.     {
  153.         Drawimage "GIDEICO1", 267, 177, center;
  154.         DrawNumber 1, CONFONT, Gray, RLWeaponLimit, alignment (center), 267, 174, 0, Gray, 0, White, 6;
  155.     }
  156.    
  157. //============= Draw Modpack Counter =============
  158.     InInventory RLScavengerPerk
  159.     {
  160.         InInventory RLScavengerModLimit, 1
  161.         {
  162.             Drawimage "GIDEICO2", 267, 192, center;
  163.             DrawNumber 1, CONFONT, Gray, RLScavengerModLimit, alignment (center), 267, 189, 0, Gray, 0, White, 8;
  164.         }
  165.     }
  166.     InInventory not RLScavengerPerk
  167.     {
  168.         InInventory RLModLimit, 1
  169.         {
  170.             Drawimage "GIDEICO2", 267, 192, center;
  171.             DrawNumber 1, CONFONT, Gray, RLModLimit, alignment (center), 267, 189, 0, Gray, 0, White, 4;   
  172.         }
  173.     }
  174.        
  175. //============= Draw Armor Counter =============
  176.     InInventory RLArmorInInventory, 1
  177.     {
  178.         Drawimage "GIDEICO3", 286, 177, center;
  179.         InInventory RLBackpack
  180.             DrawNumber 1, CONFONT, Gray, RLArmorInInventory, alignment (center), 285, 174, 0, Gray, 0, White, 4;   
  181.  
  182.         InInventory not RLBackpack
  183.             DrawNumber 1, CONFONT, Gray, RLArmorInInventory, alignment (center), 285, 174, 0, Gray, 0, White, 2;
  184.  
  185.     }
  186.    
  187. //============= Draw Skull Counter =============
  188.     InInventory RLSkullLimit, 1
  189.     {
  190.         Drawimage "GIDEICO4", 285, 192, center;
  191.         InInventory RLBackpack
  192.         {
  193.             InInventory RLSkullLimit, 10
  194.             {  
  195.                 DrawNumber 2, CONFONT, Gray, RLSkullLimit, alignment (center), 285, 189, 0, Gray, 0, White, 12;
  196.             }
  197.             InInventory not RLSkullLimit, 10
  198.             {  
  199.                 DrawNumber 1, CONFONT, Gray, RLSkullLimit, alignment (center), 285, 189, 0, Gray, 0, White, 12;    
  200.             }
  201.         }
  202.         InInventory not RLBackpack
  203.         {
  204.             DrawNumber 1, CONFONT, Gray, RLSkullLimit, alignment (center), 285, 189, 0, Gray, 0, White, 6; 
  205.         }
  206.     }
  207.    
  208. //============= Draw Phase Device Counter =============
  209.     InInventory RLPhaseDeviceLimit, 1
  210.     {
  211.         Drawimage "GIDEICO5", 303, 177, center;
  212.         InInventory RLBackpack
  213.             DrawNumber 1, CONFONT, Gray, RLPhaseDeviceLimit, alignment (center), 303, 174, 0, Gray, 0, White, 8;
  214.  
  215.         InInventory not RLBackpack
  216.             DrawNumber 1, CONFONT, Gray, RLPhaseDeviceLimit, alignment (center), 303, 174, 0, Gray, 0, White, 4;
  217.  
  218.     }
  219.    
  220. //============= Draw Backpack Type =============
  221.     InInventory RLBackpack, 1
  222.     {
  223.         InInventory not RLCombatBackpackToken, 1
  224.         {
  225.             InInventory not RLSpecialistBackpackToken, 1
  226.             {
  227.                 InInventory not RLScroungerBackpackToken, 1
  228.                 {
  229.                     InInventory not RLDedicatedBackpackToken, 1
  230.                     {
  231.                         InInventory not RLNuclearBackpackToken, 1
  232.                         {
  233.                             Drawimage "GPK0ICO2", 303, 192, center; // ahahahahaha fuck everything why can it not compare more than two things
  234.                         }
  235.                     }
  236.                 }
  237.             }
  238.         }
  239.     }
  240.     InInventory RLCombatBackpackToken, 1
  241.         Drawimage "GPK1ICO2", 303, 192, center;
  242.  
  243.     InInventory RLSpecialistBackpackToken, 1
  244.         Drawimage "GPK2ICO2", 303, 192, center;
  245.  
  246.     InInventory RLScroungerBackpackToken, 1
  247.         Drawimage "GPK3ICO2", 303, 192, center;
  248.  
  249.     InInventory RLDedicatedBackpackToken, 1
  250.         Drawimage "GPK4ICO2", 303, 192, center;
  251.  
  252.     InInventory RLNuclearBackpackToken, 1
  253.         Drawimage "GPK5ICO2", 303, 192, center;
  254.  
  255. }
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