Add version conditionals to handRenderHud

This commit is contained in:
Ryan Dwyer 2021-04-15 00:16:50 +10:00
parent 057fec1802
commit 7fc1f7ce0f
1 changed files with 33 additions and 1 deletions

View File

@ -37697,9 +37697,13 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// u32 fncolour; // f4
// s32 funcnum; // f0
// s32 fnfaderinc; // ec
//
//#if VERSION >= VERSION_NTSC_1_0
// s32 tmpfuncnum; // e8
//
// struct handweaponinfo info; // dc
//#endif
//
// struct hand *hand;
// char *str; // d4
// u32 colour; // d0
@ -37743,11 +37747,15 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// return gdl;
// }
//
//#if PAL
// g_ScaleX = 1;
//#else
// if (g_ViMode == VIMODE_HIRES) {
// g_ScaleX = 2;
// } else {
// g_ScaleX = 1;
// }
//#endif
//
// gdl = func0f153628(gdl);
//
@ -37777,14 +37785,16 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// // a9c
// fncolour = 0xff000040;
// funcnum = hand->base.weaponfunc;
// fnfaderinc = g_Vars.lvupdate240 * 2;
// fnfaderinc = PALUP(g_Vars.lvupdate240 * 2);
//
//#if VERSION >= VERSION_NTSC_1_0
// handGetWeaponInfo(&info, HAND_RIGHT);
// tmpfuncnum = currentPlayerIsUsingSecondaryFunction();
//
// if (func0f098ca0(tmpfuncnum, &info, hand) >= 0) {
// funcnum = tmpfuncnum;
// }
//#endif
//
// xpos = (viGetViewLeft() + viGetViewWidth()) / g_ScaleX - barwidth - 24;
//
@ -37830,7 +37840,11 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// // d20
// // Render weapon name and function name
// if (optionsGetShowGunFunction(g_Vars.currentplayerstats->mpindex)) {
//#if VERSION >= VERSION_NTSC_1_0
// func = weaponGetFunctionById(hand->base.weaponnum, funcnum);
//#else
// func = weaponGetFunctionById(hand->base.weaponnum, hand->base.weaponfunc);
//#endif
// nameid = invGetNameIdByIndex(invGetCurrentIndex());
// str = langGet(nameid);
//
@ -37908,6 +37922,7 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// ctrl->fnstrtimer += (u32)g_Vars.lvupdate240_60;
// }
//
//#if VERSION >= VERSION_NTSC_1_0
// if (funcnum == FUNC_SECONDARY && func->name == ctrl->curfnstr) {
// colour |= 0x00ff0000;
// }
@ -37915,6 +37930,15 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// if (funcnum == FUNC_PRIMARY && func->name != ctrl->curfnstr) {
// colour |= 0x00ff0000;
// }
//#else
// if (hand->base.weaponfunc == FUNC_SECONDARY && func->name == ctrl->curfnstr) {
// colour |= 0x00ff0000;
// }
//
// if (hand->base.weaponfunc == FUNC_PRIMARY && func->name != ctrl->curfnstr) {
// colour |= 0x00ff0000;
// }
//#endif
//
// textMeasure(&textheight, &textwidth, str, g_FontHandelGothicXs1, g_FontHandelGothicXs2, 0);
// textwidth += 2;
@ -38002,7 +38026,15 @@ const char var7f1ac19c[] = "%02d:%02d\n";
// if (hand->inuse && ctrl->ammotypes[ammoindex] >= 0) {
// ammotype = player->gunctrl.ammotypes[ammoindex];
//
//#if VERSION >= VERSION_NTSC_1_0
// xpos = (viGetViewLeft() + viGetViewWidth()) / g_ScaleX - barwidth - 24;
//#else
// // NTSC Beta omits the brackets here. This would normally cause the
// // ammo info to be misaligned for players on the right side of the
// // screen and when using hi-res, but I'm not sure if hi-res can even be
// // active when using multiple players...
// xpos = viGetViewLeft() + viGetViewWidth() / g_ScaleX - barwidth - 24;
//#endif
//
// if (playercount == 2 && (optionsGetScreenSplit() == SCREENSPLIT_VERTICAL || IS4MB()) && playernum == 0) {
// xpos += 15;