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SBARINFO.txt
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SBARINFO.txt
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monospacefonts true, "0";
statusbar normal, fullscreenoffsets, 0.75
{
//LEFT SIDE
drawimage "BDSTBL", 0, -74;
//HUD face
IfCVarInt "bdoom_hudface", 1
{
drawselectedinventory alternateonempty, INDEXFONT, 53, -32
{
drawmugshot "STF", 5, 53, -32;
}
}
//armor
drawnumber 3, HUDFONT_DOOM, untranslated, armor, 48, -60, 0;
//health
drawnumber 3, HUDFONT_DOOM, untranslated, health, 48, -28, 0;
//secrets counter
drawnumber 3, INDEXFONT_DOOM, untranslated, secrets, 43, -72;
drawnumber 3, INDEXFONT_DOOM, untranslated, totalsecrets, 55, -72;
//RIGHT SIDE
drawimage "BDSTBR", -60, -74;
//current ammo on equipped weapon
WeaponAmmo Clip
{
drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;
}
WeaponAmmo Shell
{
drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;
}
WeaponAmmo RocketAmmo
{
drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;
}
WeaponAmmo Cell
{
drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, -16, -60,0;
}
//kills counter
drawnumber 4, INDEXFONT_DOOM, untranslated, kills, -21, -72;
drawnumber 4, INDEXFONT_DOOM, untranslated, Monsters, -1, -72;
//currect ammo
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(Clip), -25, -27;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(Shell), -25, -21;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(RocketAmmo), -25, -15;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo(Cell), -25, -9;
//max ammo
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(Clip), -2, -27;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(Shell), -2, -21;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(RocketAmmo), -2, -15;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity(Cell), -2, -9;
//keys
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", -10, -61;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", -10, -51;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", -10, -41;
}
statusbar fullscreen, fullscreenoffsets // ZDoom HUD
{
//health
drawselectedinventory alternateonempty, INDEXFONT, 12, -60
{
drawmugshot "STF", 5, 12, -60;
}
drawnumber 3, HUDFONT_DOOM, green, health, drawshadow, 50, -20, 0, red,0, blue, 101;
//armor
drawimage armoricon, 89, -36, centerbottom;
drawnumber 3, HUDFONT_DOOM, green, armor, drawshadow, 110, -20, 0,grey,0, blue, 101;
//ammo
drawimage ammoicon1, -14, -4, centerbottom;
WeaponAmmo Clip
{
InInventory Backpack //|| BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,50, green, 200;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,20, green, 100;
}
}
WeaponAmmo Shell
{
InInventory Backpack //|| BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,16, green, 50;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,8, green, 20;
}
}
WeaponAmmo RocketAmmo
{
InInventory Backpack //|| BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,10, green, 40;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,5, green, 20;
}
}
WeaponAmmo Cell
{
InInventory Backpack //|| BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,80, green, 300;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,40, green, 150;
}
}
//ammo totals
drawstring SMALLFONT, yellow, "BULL",-50, -65;
drawstring SMALLFONT, yellow, "SHEL",-50, -57;
drawstring SMALLFONT, yellow, "ROCK",-50, -49;
drawstring SMALLFONT, yellow, "CELL",-50, -41;
drawstring SMALLFONT, yellow, "/",-22, -65;
drawstring SMALLFONT, yellow, "/",-22, -57;
drawstring SMALLFONT, yellow, "/",-22, -49;
drawstring SMALLFONT, yellow, "/",-22, -41;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), -32, -64;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), -32, -56;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), -32, -48;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), -32, -40;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), -6, -64;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), -6, -56;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), -6, -48;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), -6, -40;
// no ammo but inventory
usesammo not
{
inventorybarnotvisible
{
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, untranslated;
}
}
gamemode deathmatch
{
drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;
}
}
statusbar inventory // Standard bar overlay (ZDoom Addition)
{
drawinventorybar Doom, 7, INDEXFONT, 50, 170;
}
statusbar inventoryfullscreen // ZDoom HUD overlay.
{
drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;
}