--- a/hedgewars/uWorld.pas Fri Feb 16 12:38:30 2018 +0100
+++ b/hedgewars/uWorld.pas Fri Feb 16 13:57:48 2018 +0100
@@ -1087,11 +1087,12 @@
DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
end;
- // draw ai kill counter for gfAISurvival
- if (GameFlags and gfAISurvival) <> 0 then
- begin
+ // draw Lua value, if set
+ if (hasLuaTeamValue) then
+ DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, LuaTeamValueTex)
+ // otherwise, draw AI kill counter for gfAISurvival
+ else if (GameFlags and gfAISurvival) <> 0 then
DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
- end;
// if highlighted, draw flag and other contents again to keep their colors
// this approach should be faster than drawing all borders one by one tinted or not
@@ -1115,7 +1116,13 @@
DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex)
end;
- if (GameFlags and gfAISurvival) <> 0 then
+ if (hasLuaTeamValue) then
+ begin
+ r.w:= LuaTeamValueTex^.w - 4;
+ r.h:= LuaTeamValueTex^.h - 4;
+ DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, LuaTeamValueTex);
+ end
+ else if (GameFlags and gfAISurvival) <> 0 then
begin
r.w:= AIKillsTex^.w - 4;
r.h:= AIKillsTex^.h - 4;