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//============================================================================= // UnrealTeamHUD //============================================================================= class UnrealTeamHUD expands UnrealHUD config; #exec TEXTURE IMPORT NAME=BlueSkull FILE=TEXTURES\HUD\i_skullb.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=GreenSkull FILE=TEXTURES\HUD\i_skullg.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=RedSkull FILE=TEXTURES\HUD\i_skullr.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=YellowSkull FILE=TEXTURES\HUD\i_skully.PCX GROUP="Icons" MIPS=OFF simulated function DrawFragCount(Canvas Canvas, int X, int Y) { local texture SkullTexture; SkullTexture = texture'IconSkull'; if ( Pawn(Owner).TeamName ~= "red" ) SkullTexture = texture'RedSkull'; else if ( Pawn(Owner).TeamName ~= "blue" ) SkullTexture = texture'BlueSkull'; else if ( Pawn(Owner).TeamName ~= "green" ) SkullTexture = texture'GreenSkull'; else if ( Pawn(Owner).TeamName ~= "yellow" ) SkullTexture = texture'YellowSkull'; DrawSkull(Canvas, X, Y, SkullTexture); } function DrawSkull(Canvas Canvas, int X, int Y, texture SkullTexture) { Canvas.SetPos(X,Y); Canvas.DrawIcon(SkullTexture, 1.0); Canvas.CurX -= 19; Canvas.CurY += 23; Canvas.Font = Font'TinyWhiteFont'; if (Pawn(Owner).Score<100) Canvas.CurX+=6; if (Pawn(Owner).Score<10) Canvas.CurX+=6; if (Pawn(Owner).Score<0) Canvas.CurX-=6; Canvas.DrawText(int(Pawn(Owner).Score),False); } |
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