diff --git a/Tactical/Faces.cpp b/Tactical/Faces.cpp index a4cd5fe4..f241fc4c 100644 --- a/Tactical/Faces.cpp +++ b/Tactical/Faces.cpp @@ -2287,42 +2287,46 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE bNumRightIcons++; } - // Flugente: food system - symbols used if hungry or thirsty - if ( gGameOptions.fFoodSystem ) + // Flugente: only display these symbols if using the new portrait icons + if ( gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_ICONS ] == TRUE ) { - if ( MercPtrs[ pFace->ubSoldierID ]->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold ) + // Flugente: food system - symbols used if hungry or thirsty + if ( gGameOptions.fFoodSystem ) { - DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 19 ); - bNumRightIcons++; - } + if ( MercPtrs[ pFace->ubSoldierID ]->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold ) + { + DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 19 ); + bNumRightIcons++; + } - if ( MercPtrs[ pFace->ubSoldierID ]->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold ) - { - DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 20 ); - bNumRightIcons++; + if ( MercPtrs[ pFace->ubSoldierID ]->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold ) + { + DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 20 ); + bNumRightIcons++; + } } - } - // Flugente: are we supplying ammo to someone else? - if ( gGameExternalOptions.ubExternalFeeding > 0 ) - { - UINT8 ubID1 = 0; - UINT16 ubGunSlot1 = 0; - UINT16 ubFaceSlot1 = 0; - UINT8 ubID2 = 0; - UINT16 ubGunSlot2 = 0; - UINT16 ubFaceSlot2 = 0; - if ( MercPtrs[ pFace->ubSoldierID ]->IsFeedingExternal( &ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2 ) ) + // Flugente: are we supplying ammo to someone else? + if ( gGameExternalOptions.ubExternalFeeding > 0 ) { - DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 21 ); - bNumRightIcons++; + UINT8 ubID1 = 0; + UINT16 ubGunSlot1 = 0; + UINT16 ubFaceSlot1 = 0; + UINT8 ubID2 = 0; + UINT16 ubGunSlot2 = 0; + UINT16 ubFaceSlot2 = 0; + if ( MercPtrs[ pFace->ubSoldierID ]->IsFeedingExternal( &ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2 ) ) + { + DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 21 ); + bNumRightIcons++; + } } - } - // Flugente: add an icon if we are currently in disguise - if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) - { - DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 22 ); - bNumRightIcons++; + // Flugente: add an icon if we are currently in disguise + if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) + { + DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 22 ); + bNumRightIcons++; + } } switch( pSoldier->bAssignment )