Move demo ammo recording up so it works in immersion mode
Immersion mode bypasses draw_hud, so the calls to record ammo into the demo were skipped.
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@ -1340,23 +1340,12 @@ void hud_show_weapons(void)
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gr_get_string_size(disp_primary_weapon_name, &w, &h, &aw );
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gr_string(grd_curcanv->cv_bitmap.bm_w-w-FSPACX(1), y-(LINE_SPACING*2), disp_primary_weapon_name);
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if (Primary_weapon == VULCAN_INDEX)
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_primary_ammo(Players[Player_num].primary_ammo[Primary_weapon]);
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if (Primary_weapon == OMEGA_INDEX)
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_primary_ammo(Omega_charge);
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weapon_name = SECONDARY_WEAPON_NAMES_VERY_SHORT(Secondary_weapon);
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sprintf(weapon_str, "%s %d",weapon_name,Players[Player_num].secondary_ammo[Secondary_weapon]);
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gr_get_string_size(weapon_str, &w, &h, &aw );
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gr_string(grd_curcanv->cv_bitmap.bm_w-w-FSPACX(1), y-LINE_SPACING, weapon_str);
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_secondary_ammo(Players[Player_num].secondary_ammo[Secondary_weapon]);
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show_bomb_count(grd_curcanv->cv_bitmap.bm_w-FSPACX(1), y-(LINE_SPACING*3),-1,1,1);
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}
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}
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@ -2115,15 +2104,11 @@ void draw_weapon_boxes()
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if (weapon_box_states[0] == WS_SET) {
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if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX))
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{
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_primary_ammo(Players[Player_num].primary_ammo[VULCAN_INDEX]);
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draw_primary_ammo_info(f2i((unsigned) VULCAN_AMMO_SCALE * (unsigned) Players[Player_num].primary_ammo[VULCAN_INDEX]));
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}
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if (Primary_weapon == OMEGA_INDEX)
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{
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_primary_ammo(Omega_charge);
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draw_primary_ammo_info(Omega_charge * 100/MAX_OMEGA_CHARGE);
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}
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}
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@ -2136,8 +2121,6 @@ void draw_weapon_boxes()
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if (weapon_box_states[1] == WS_SET)
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{
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if (Newdemo_state == ND_STATE_RECORDING)
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newdemo_record_secondary_ammo(Players[Player_num].secondary_ammo[Secondary_weapon]);
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draw_secondary_ammo_info(Players[Player_num].secondary_ammo[Secondary_weapon]);
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}
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}
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@ -2702,6 +2685,14 @@ void show_HUD_names()
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//draw all the things on the HUD
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void draw_hud()
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{
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if (Newdemo_state == ND_STATE_RECORDING)
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{
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if (Primary_weapon == VULCAN_INDEX)
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newdemo_record_primary_ammo(Players[Player_num].primary_ammo[Primary_weapon]);
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if (Primary_weapon == OMEGA_INDEX)
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newdemo_record_primary_ammo(Omega_charge);
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newdemo_record_secondary_ammo(Players[Player_num].secondary_ammo[Secondary_weapon]);
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}
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if (PlayerCfg.HudMode==3) // no hud, "immersion mode"
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return;
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