1599 DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amLowGravity) - 1, 1, 32, 32); |
1599 DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amLowGravity) - 1, 1, 32, 32); |
1600 end; |
1600 end; |
1601 end; |
1601 end; |
1602 {$ENDIF} |
1602 {$ENDIF} |
1603 |
1603 |
|
1604 // Chat |
|
1605 DrawChat; |
|
1606 |
|
1607 |
|
1608 // Mission panel |
|
1609 if not isFirstFrame and (missionTimer <> 0) or isShowMission or isPaused or fastUntilLag or (GameState = gsConfirm) then |
|
1610 begin |
|
1611 if (ReadyTimeLeft = 0) and (missionTimer > 0) then |
|
1612 dec(missionTimer, Lag); |
|
1613 if missionTimer < 0 then |
|
1614 missionTimer:= 0; // avoid subtracting below 0 |
|
1615 if missionTex <> nil then |
|
1616 DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); |
|
1617 end; |
|
1618 if missionTimer = 0 then |
|
1619 isForceMission := false; |
|
1620 |
1604 // AmmoMenu |
1621 // AmmoMenu |
1605 if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then |
1622 if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then |
1606 begin |
1623 begin |
1607 if (AMState = AMHidden) then |
1624 if (AMState = AMHidden) then |
1608 AMAnimStartTime:= RealTicks |
1625 AMAnimStartTime:= RealTicks |
1619 AMState:= AMHiding; |
1636 AMState:= AMHiding; |
1620 end; |
1637 end; |
1621 |
1638 |
1622 if bShowAmmoMenu or (AMState = AMHiding) then |
1639 if bShowAmmoMenu or (AMState = AMHiding) then |
1623 ShowAmmoMenu; |
1640 ShowAmmoMenu; |
1624 |
|
1625 // Cursor |
|
1626 if isCursorVisible and bShowAmmoMenu then |
|
1627 DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
|
1628 |
|
1629 // Chat |
|
1630 DrawChat; |
|
1631 |
|
1632 |
1641 |
1633 // Centered status/menu messages (synchronizing, auto skip, pause, etc.) |
1642 // Centered status/menu messages (synchronizing, auto skip, pause, etc.) |
1634 if fastUntilLag then |
1643 if fastUntilLag then |
1635 DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture) |
1644 DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture) |
1636 else if isAFK then |
1645 else if isAFK then |
1637 DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture) |
1646 DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture) |
1638 else if isPaused then |
1647 else if isPaused then |
1639 DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture); |
1648 DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture); |
1640 |
1649 |
1641 // Mission panel |
1650 // Cursor |
1642 if not isFirstFrame and (missionTimer <> 0) or isShowMission or isPaused or fastUntilLag or (GameState = gsConfirm) then |
1651 if isCursorVisible and bShowAmmoMenu then |
1643 begin |
1652 DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
1644 if (ReadyTimeLeft = 0) and (missionTimer > 0) then |
|
1645 dec(missionTimer, Lag); |
|
1646 if missionTimer < 0 then |
|
1647 missionTimer:= 0; // avoid subtracting below 0 |
|
1648 if missionTex <> nil then |
|
1649 DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); |
|
1650 end; |
|
1651 if missionTimer = 0 then |
|
1652 isForceMission := false; |
|
1653 |
1653 |
1654 // FPS and demo replay time |
1654 // FPS and demo replay time |
1655 {$IFDEF USE_TOUCH_INTERFACE} |
1655 {$IFDEF USE_TOUCH_INTERFACE} |
1656 offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12; |
1656 offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12; |
1657 {$ELSE} |
1657 {$ELSE} |