2009,7 → 2009,7 |
int32_t hudoffset = althud == 2 ? 32 : 200; |
static int32_t ammo_sprites[MAX_WEAPONS]; |
|
if (ammo_sprites[0] == 0) |
if (EDUKE32_PREDICT_FALSE(ammo_sprites[0] == 0)) |
{ |
/* this looks stupid but it lets us initialize static memory to dynamic values |
these values can be changed from the CONs with dynamic tile remapping |
2016,7 → 2016,7 |
but we don't want to have to recreate the values in memory every time |
the HUD is drawn */ |
|
int32_t asprites[MAX_WEAPONS] = { BOOTS, AMMO, SHOTGUNAMMO, BATTERYAMMO, |
int32_t asprites[MAX_WEAPONS] = { -1, AMMO, SHOTGUNAMMO, BATTERYAMMO, |
RPGAMMO, HBOMBAMMO, CRYSTALAMMO, DEVISTATORAMMO, |
TRIPBOMBSPRITE, FREEZEAMMO+1, HBOMBAMMO, GROWAMMO |
}; |
2045,10 → 2045,12 |
lAmount = p->inv_amount[GET_SHIELD]; |
G_DrawAltDigiNum(105,-(hudoffset-22),lAmount,-16,10+16+256); |
} |
|
i = (tilesiz[ammo_sprites[p->curr_weapon]].y > 50) ? 16384 : 32768; |
|
rotatesprite_althudr(57,hudoffset-15,sbarsc(i),0,ammo_sprites[p->curr_weapon],0,0,10+512); |
if (ammo_sprites[p->curr_weapon] >= 0) |
{ |
i = (tilesiz[ammo_sprites[p->curr_weapon]].y >= 50) ? 16384 : 32768; |
rotatesprite_althudr(57,hudoffset-15,sbarsc(i),0,ammo_sprites[p->curr_weapon],0,0,10+512); |
} |
|
if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON) i = HANDBOMB_WEAPON; |
else i = p->curr_weapon; |