HUD Battery fix
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55883b9042
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@ -46,7 +46,7 @@ int CHudBattery::VidInit( void )
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m_hEmpty[VestHelm].SetSpriteByName("suithelmet_empty");
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m_hEmpty[VestHelm].SetSpriteByName("suithelmet_empty");
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m_hFull[VestHelm].SetSpriteByName("suithelmet_full");
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m_hFull[VestHelm].SetSpriteByName("suithelmet_full");
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m_iHeight = m_hEmpty[Vest].rect.bottom - m_hEmpty[Vest].rect.top;
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m_iHeight = m_hFull[Vest].rect.bottom - m_hEmpty[Vest].rect.top;
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m_fFade = 0;
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m_fFade = 0;
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return 1;
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return 1;
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@ -111,22 +111,20 @@ int CHudBattery::Draw( float flTime )
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ScaleColors( r, g, b, a );
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ScaleColors( r, g, b, a );
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int iOffset = m_iHeight / 6;
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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x = ScreenWidth / 5;
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x = ScreenWidth / 5;
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// make sure we have the right sprite handles
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// make sure we have the right sprite handles
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SPR_Set( m_hFull[m_enArmorType].spr, r, g, b );
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SPR_Set( m_hFull[m_enArmorType].spr, r, g, b );
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SPR_DrawAdditive( 0, x, y - iOffset, &m_hFull[m_enArmorType].rect );
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SPR_DrawAdditive( 0, x, y, &m_hFull[m_enArmorType].rect );
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if( rc.bottom > rc.top )
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if( rc.bottom > rc.top )
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{
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{
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SPR_Set( m_hEmpty[m_enArmorType].spr, r, g, b );
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SPR_Set( m_hEmpty[m_enArmorType].spr, r, g, b );
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SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_hEmpty[m_enArmorType].rect.top), &rc );
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SPR_DrawAdditive( 0, x, y + (rc.top - m_hEmpty[m_enArmorType].rect.top), &rc );
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}
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}
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x += (m_hEmpty[Vest].rect.right - m_hEmpty[Vest].rect.left);
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x += (m_hEmpty[m_enArmorType].rect.right - m_hEmpty[m_enArmorType].rect.left);
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x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS|DHN_DRAWZERO, m_iBat, r, g, b );
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x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS|DHN_DRAWZERO, m_iBat, r, g, b );
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return 1;
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return 1;
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