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Hide armour and add wanted background to HUD
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3663536714
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0548206893
@ -15,6 +15,7 @@ constexpr size_t ui_weaponSize = 64;
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constexpr size_t ui_ammoSize = 14;
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constexpr size_t ui_ammoHeight = 16;
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constexpr size_t ui_armourOffset = ui_textSize * 3;
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constexpr size_t ui_maxWantedLevel = 6;
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#define RGB_COLOR(r,g,b) r/255.f, g/255.f, b/255.f
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const glm::vec3 ui_timeColour(RGB_COLOR(196, 165, 119));
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const glm::vec3 ui_moneyColour(RGB_COLOR(89, 113, 147));
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@ -56,6 +57,9 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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float iconX = render->getRenderer()->getViewport().x -
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(ui_outerMargin + ui_weaponSize);
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float iconY = ui_outerMargin;
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float wantedX = render->getRenderer()->getViewport().x -
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(ui_outerMargin);
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float wantedY = ui_outerMargin + ui_weaponSize + 3.f;
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TextRenderer::TextInfo ti;
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ti.font = 1;
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@ -105,18 +109,28 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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if (player->getCharacter()->getCurrentState().armour > 0)
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{
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std::stringstream ss;
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ss << "[" << std::setw(3) << std::setfill('0')
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<< player->getCharacter()->getCurrentState().armour;
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ti.text = ss.str();
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}
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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ti.screenPosition = glm::vec2(infoTextX + 1.f - ui_armourOffset, infoTextY+1.f);
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render->text.renderText(ti);
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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ti.screenPosition = glm::vec2(infoTextX + 1.f - ui_armourOffset, infoTextY+1.f);
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render->text.renderText(ti);
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ti.baseColour = ui_armourColour;
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ti.screenPosition = glm::vec2(infoTextX - ui_armourOffset, infoTextY);
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ti.baseColour = ui_armourColour;
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ti.screenPosition = glm::vec2(infoTextX - ui_armourOffset, infoTextY);
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render->text.renderText(ti);
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}
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std::string s;
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for (int i = 0; i < ui_maxWantedLevel; ++i) {
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s += "]";
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}
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ti.text = s;
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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ti.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
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render->text.renderText(ti);
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#if 0 // Useful for debugging
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