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- /*
- The beautiful graphics of this HUD were done by Zrrion the insect in 2013. Shame they sat around doing nothing for so long, heh.
- Ryan_Cordell helped alter and touch up a few of them, and Jimmy helped me get the font working.
- Many thanks go out to all three of them, now you have a super cool status bar hud!
- - Yholl
- */
- //==============================================================================================================================================
- //==============================================================================
- // FULLSCREEN STATUSBAR
- //==============================================================================
- //==============================================================================================================================================
- Height 0;
- statusbar normal, forcescaled
- {
- InventoryBarNotVisible // swap out the middle hud section for an inventory bar of 5 slots temporarily
- {
- DrawImage "RLZHUD2", 160, 100, center; // The selected inventory
- DrawSelectedInventory centerbottom, alwaysshowcounter, RLZFONT2, 88, 190, 91, 184, PDAGreen;
- }
- DrawImage "RLZHUD1", 160, 100, center; // Left and right bottom sections of the HUD, containing health/armor and ammo
- // Stamina bar is normally green
- InInventory RLStamina, 25
- DrawBar "RLZSTAMG", "RLZSTAMX", Ammo("RLStamina"), vertical, interpolate(4096), 57, 165;
- InInventory not RLStamina, 25 // Below 25% is turns red
- DrawBar "RLZSTAMR", "RLZSTAMX", Ammo("RLStamina"), vertical, interpolate(4096), 57, 165;
- DrawNumber 3, RLZFONT, untranslated, health, alignment (center), fillzeros, Interpolate(4096), 29, 190, orange, 25; // Health value
- // Non-indestructible armor durability is displayed
- InInventory not RLIndestructibleArmorWorn
- DrawNumber 3, RLZFONT, untranslated, armor, alignment (center), fillzeros, Interpolate(4096), 29, 170, orange, 25; // Armor value
- // Indestructible armor durability is shown as an infinity symbol
- InInventory RLIndestructibleArmorWorn
- DrawImage "RLZHUDX", 30, 173, center; // Infinity display icon
- InInventory not RLMultiAmmoWeapon // One or two ammo types?
- {
- InInventory RLInfiniteAmmoWeapon
- DrawImage "RLZHUDX", 285, 184, center; // Infinity display icon
- InInventory not RLInfiniteAmmoWeapon
- {
- UsesSecondaryAmmo not // Only one ammo type
- DrawNumber 4, RLZFONT, untranslated, ammo1, alignment (center), fillzeros, 285, 181; // Primary ammo
- UsesSecondaryAmmo // Two ammo types
- {
- DrawNumber 4, RLZFONT, untranslated, ammo1, alignment (center), fillzeros, 285, 175; // Primary ammo
- DrawNumber 4, RLZFONT, untranslated, ammo2, alignment (center), fillzeros, 285, 187; // Secondary ammo
- }
- }
- }
- // Any weapon that uses more than two ammo types uses this identifier token, so the HUD can display the extra types.
- InInventory RLMultiAmmoWeapon // Three or more ammo types
- {
- InInventory RLAntiFreakJackalSelected
- {
- InInventory RLAntiFreakJackalDemonArtifacts
- {
- DrawNumber 4, RLZFONT, untranslated, "RLAntiFreakJackalClip", alignment (center), fillzeros, 285, 172;
- DrawNumber 4, RLZFONT, untranslated, "RLHellsingARMSCasullClip", alignment (center), fillzeros, 285, 181;
- DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 190;
- }
- InInventory not RLAntiFreakJackalDemonArtifacts
- {
- DrawNumber 4, RLZFONT, untranslated, "RLAntiFreakJackalClip", alignment (center), fillzeros, 285, 175;
- DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 187;
- }
- }
- InInventory RLMarathonShotgunsSelected
- {
- InInventory RLMarathonShotgunsDemonArtifacts
- {
- DrawNumber 4, RLZFONT, untranslated, "RLMarathonShotgunsClip2", alignment (center), fillzeros, 285, 172;
- DrawNumber 4, RLZFONT, untranslated, "RLMarathonShotgunsClip1", alignment (center), fillzeros, 285, 181;
- DrawNumber 4, RLZFONT, untranslated, "Shell", alignment (center), fillzeros, 285, 190;
- }
- InInventory not RLMarathonShotgunsDemonArtifacts
- {
- DrawNumber 4, RLZFONT, untranslated, "RLMarathonShotgunsClip1", alignment (center), fillzeros, 285, 175;
- DrawNumber 4, RLZFONT, untranslated, "Shell", alignment (center), fillzeros, 285, 187;
- }
- }
- InInventory RLStormUziSelected
- {
- DrawNumber 4, RLZFONT, untranslated, "RLStormUziClip2", alignment (center), fillzeros, 285, 172;
- DrawNumber 4, RLZFONT, untranslated, "RLStormUziClip", alignment (center), fillzeros, 285, 181;
- DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 190;
- }
- InInventory RLMarathonAssaultRifleSelected
- {
- DrawNumber 4, RLZFONT, untranslated, "RLMarathonAssaultRifleClip", alignment (center), fillzeros, 285, 172;
- DrawNumber 4, RLZFONT, untranslated, "RLMarathonAssaultRifleGrenades", alignment (center), fillzeros, 285, 181;
- DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 190;
- }
- InInventory RLWidowmakerSMGSelected
- {
- DrawNumber 4, RLZFONT, untranslated, "RLWidowmakerSMGClip", alignment (center), fillzeros, 285, 172;
- DrawNumber 4, RLZFONT, untranslated, "Clip", alignment (center), fillzeros, 285, 181;
- InInventory RLWidowmakerSMGFirestormAltActive
- DrawNumber 4, RLZFONT, untranslated, "RocketAmmo", alignment (center), fillzeros, 285, 190;
- InInventory RLWidowmakerSMGNanoAltActive
- DrawNumber 4, RLZFONT, untranslated, "Cell", alignment (center), fillzeros, 285, 190;
- }
- InInventory RLGaussRifleSelected
- {
- DrawNumber 4, RLZFONT, untranslated, "RLGaussRifleClip", alignment (center), fillzeros, 285, 172;
- DrawNumber 4, RLZFONT, untranslated, "RLGaussRifleCharge", alignment (center), fillzeros, 285, 181;
- DrawNumber 4, RLZFONT, untranslated, "Cell", alignment (center), fillzeros, 285, 190;
- }
- }
- // The four ammo types are displayed as vertical bars on the right side of the ammo display
- DrawBar "RLZAMMOB", "RLZAMMOX", Ammo("Clip"), vertical, interpolate(4096), 305, 170;
- DrawBar "RLZAMMOS", "RLZAMMOX", Ammo("Shell"), vertical, interpolate(4096), 309, 170;
- DrawBar "RLZAMMOR", "RLZAMMOX", Ammo("RocketAmmo"), vertical, reverse, interpolate(4096), 305, 184;
- DrawBar "RLZAMMOC", "RLZAMMOX", Ammo("Cell"), vertical, reverse, interpolate(4096), 309, 184;
- Alpha 0.3
- {
- DrawMugShot 5, 143, 5; // IT IS A MYSTERY
- }
- // Draws the keys in the bottom middle of the HUD
- DrawSwitchableImage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 268, 144;
- DrawSwitchableImage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 280, 144;
- DrawSwitchableImage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 292, 144;
- }
- //==============================================================================
- // INVENTORY BAR ACTIVE
- //==============================================================================
- statusbar inventory // The swapped in inventory bar section
- {
- DrawImage "RLZHUD6", 156, 184, center;
- DrawInventoryBar Doom, 5, RLZFONT2, 79, 170, 97, 190, PDAGreen;
- DrawImage "RLZHUD3", 160, 100, center; // Blank the ammo display
- //============= Draw Weapon Counter =============
- InInventory RLWeaponLimit, 1
- {
- Drawimage "GIDEICO1", 267, 177, center;
- DrawNumber 1, CONFONT, Gray, RLWeaponLimit, alignment (center), 267, 174, 0, Gray, 0, White, 6;
- }
- //============= Draw Modpack Counter =============
- InInventory RLScavengerPerk
- {
- InInventory RLScavengerModLimit, 1
- {
- Drawimage "GIDEICO2", 267, 192, center;
- DrawNumber 1, CONFONT, Gray, RLScavengerModLimit, alignment (center), 267, 189, 0, Gray, 0, White, 8;
- }
- }
- InInventory not RLScavengerPerk
- {
- InInventory RLModLimit, 1
- {
- Drawimage "GIDEICO2", 267, 192, center;
- DrawNumber 1, CONFONT, Gray, RLModLimit, alignment (center), 267, 189, 0, Gray, 0, White, 4;
- }
- }
- //============= Draw Armor Counter =============
- InInventory RLArmorInInventory, 1
- {
- Drawimage "GIDEICO3", 286, 177, center;
- InInventory RLBackpack
- DrawNumber 1, CONFONT, Gray, RLArmorInInventory, alignment (center), 285, 174, 0, Gray, 0, White, 4;
- InInventory not RLBackpack
- DrawNumber 1, CONFONT, Gray, RLArmorInInventory, alignment (center), 285, 174, 0, Gray, 0, White, 2;
- }
- //============= Draw Skull Counter =============
- InInventory RLSkullLimit, 1
- {
- Drawimage "GIDEICO4", 285, 192, center;
- InInventory RLBackpack
- {
- InInventory RLSkullLimit, 10
- {
- DrawNumber 2, CONFONT, Gray, RLSkullLimit, alignment (center), 285, 189, 0, Gray, 0, White, 12;
- }
- InInventory not RLSkullLimit, 10
- {
- DrawNumber 1, CONFONT, Gray, RLSkullLimit, alignment (center), 285, 189, 0, Gray, 0, White, 12;
- }
- }
- InInventory not RLBackpack
- {
- DrawNumber 1, CONFONT, Gray, RLSkullLimit, alignment (center), 285, 189, 0, Gray, 0, White, 6;
- }
- }
- //============= Draw Phase Device Counter =============
- InInventory RLPhaseDeviceLimit, 1
- {
- Drawimage "GIDEICO5", 303, 177, center;
- InInventory RLBackpack
- DrawNumber 1, CONFONT, Gray, RLPhaseDeviceLimit, alignment (center), 303, 174, 0, Gray, 0, White, 8;
- InInventory not RLBackpack
- DrawNumber 1, CONFONT, Gray, RLPhaseDeviceLimit, alignment (center), 303, 174, 0, Gray, 0, White, 4;
- }
- //============= Draw Backpack Type =============
- InInventory RLBackpack, 1
- {
- InInventory not RLCombatBackpackToken, 1
- {
- InInventory not RLSpecialistBackpackToken, 1
- {
- InInventory not RLScroungerBackpackToken, 1
- {
- InInventory not RLDedicatedBackpackToken, 1
- {
- InInventory not RLNuclearBackpackToken, 1
- {
- Drawimage "GPK0ICO2", 303, 192, center; // ahahahahaha fuck everything why can it not compare more than two things
- }
- }
- }
- }
- }
- }
- InInventory RLCombatBackpackToken, 1
- Drawimage "GPK1ICO2", 303, 192, center;
- InInventory RLSpecialistBackpackToken, 1
- Drawimage "GPK2ICO2", 303, 192, center;
- InInventory RLScroungerBackpackToken, 1
- Drawimage "GPK3ICO2", 303, 192, center;
- InInventory RLDedicatedBackpackToken, 1
- Drawimage "GPK4ICO2", 303, 192, center;
- InInventory RLNuclearBackpackToken, 1
- Drawimage "GPK5ICO2", 303, 192, center;
- }
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