SHOW_HEALTHBARSOVERHEAD allows hiding the health and fatigue bars over your selected mercs

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6098 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-05-24 16:57:52 +00:00
parent 10a0c07822
commit 64e4677ba7
3 changed files with 52 additions and 43 deletions
+3
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@@ -999,6 +999,9 @@ void LoadGameExternalOptions()
// WANNE: Hide the health text when hovering over a enemy // WANNE: Hide the health text when hovering over a enemy
gGameExternalOptions.fHideEnemyHealthText = iniReader.ReadBoolean("Tactical Interface Settings","HIDE_ENEMY_HEALTH_TEXT", FALSE); gGameExternalOptions.fHideEnemyHealthText = iniReader.ReadBoolean("Tactical Interface Settings","HIDE_ENEMY_HEALTH_TEXT", FALSE);
// Flugente: show health an fatigue bars over currently selected mercs and those we hover our mouse over
gGameExternalOptions.fShowHealthBarsOnHead = iniReader.ReadBoolean("Tactical Interface Settings","SHOW_HEALTHBARSOVERHEAD", TRUE);
// WANNE: Hide the hit count when enemy gets hit // WANNE: Hide the hit count when enemy gets hit
gGameExternalOptions.ubEnemyHitCount = iniReader.ReadInteger("Tactical Interface Settings","ENEMY_HIT_COUNT", 0, 0, 2); gGameExternalOptions.ubEnemyHitCount = iniReader.ReadInteger("Tactical Interface Settings","ENEMY_HIT_COUNT", 0, 0, 2);
+1
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@@ -1146,6 +1146,7 @@ typedef struct
BOOLEAN fShowCamouflageFaces; BOOLEAN fShowCamouflageFaces;
BOOLEAN fHideEnemyHealthText; BOOLEAN fHideEnemyHealthText;
BOOLEAN fShowHealthBarsOnHead;
UINT8 ubEnemyHitCount; UINT8 ubEnemyHitCount;
+6 -1
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@@ -1782,6 +1782,8 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
pSoldier->flags.fShowLocator = FALSE; pSoldier->flags.fShowLocator = FALSE;
} }
if ( gGameExternalOptions.fShowHealthBarsOnHead )
{
// Render the beastie // Render the beastie
GetSoldierAboveGuyPositions( pSoldier, &sXPos, &sYPos, TRUE ); GetSoldierAboveGuyPositions( pSoldier, &sXPos, &sYPos, TRUE );
@@ -1799,6 +1801,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
BltVideoObjectFromIndex( FRAME_BUFFER, guiUNDERWATER, pSoldier->sLocatorFrame, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL ); BltVideoObjectFromIndex( FRAME_BUFFER, guiUNDERWATER, pSoldier->sLocatorFrame, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL );
} }
}
if ( !pSoldier->flags.fShowLocator ) if ( !pSoldier->flags.fShowLocator )
{ {
@@ -1997,9 +2000,10 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
// if ( pSoldier->ubProfile < FIRST_RPC || pSoldier->ubProfile >= GASTON || RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) // if ( pSoldier->ubProfile < FIRST_RPC || pSoldier->ubProfile >= GASTON || RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
//new profiles by Jazz //new profiles by Jazz
if ( gProfilesIMP[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile || gProfilesAIM[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile || gProfilesMERC[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile || RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )) if ( gProfilesIMP[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile || gProfilesAIM[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile || gProfilesMERC[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile || RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ))
{
if ( gGameExternalOptions.fShowHealthBarsOnHead )
{ {
// Adjust for bars! // Adjust for bars!
if ( pSoldier->ubID == gusSelectedSoldier ) if ( pSoldier->ubID == gusSelectedSoldier )
{ {
sXPos += 28; sXPos += 28;
@@ -2032,6 +2036,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
DrawBarsInUIBox( pSoldier, (INT16)(sXPos ), (INT16)(sYPos ), 16, 1 ); DrawBarsInUIBox( pSoldier, (INT16)(sXPos ), (INT16)(sYPos ), 16, 1 );
} }
} }
}
else // ( pSoldier->ubProfile < FIRST_RPC || pSoldier->ubProfile >= GASTON || else // ( pSoldier->ubProfile < FIRST_RPC || pSoldier->ubProfile >= GASTON ||
{ // RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { // RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
if ( gfUIMouseOnValidCatcher == 2 && pSoldier->ubID == gubUIValidCatcherID ) if ( gfUIMouseOnValidCatcher == 2 && pSoldier->ubID == gubUIValidCatcherID )