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SBARINFO.txt
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SBARINFO.txt
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//blehblehbleh
//base Doom;
height 32;
monospacefonts true, "0";
Resolution 320,200;
statusbar fullscreen
{
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SIMPLE 4:3
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
InInventory sbartype2, 1
{
// Keys
//drawimage "KEYS", 304, 0;
drawswitchableimage Bluecard && BlueSkull, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 60, 185;
drawswitchableimage Yellowcard && YellowSkull, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 70, 185;
drawswitchableimage Redcard && RedSkull, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 80, 185;
// Inventory Items
//drawselectedinventory alternateonempty, SMALLFONT, 200, 169
//{
drawmugshot "STF", 5, 1143, 1168;
//}
// Armor
//drawimage armoricon, 78, 200; next to the mugshot
drawimage armoricon, 48, 186;
drawnumber 6, SMALLFONT, green, armor, drawshadow | whennotzero, 60, 188, 0, yellow, 10, blue, 100;
drawnumber 2, INDEXFONT, blue, SavePercent, whennotzero, 60, 182, 0, green, 46, red, 65;
// Health
//Berserk
InInventory PowerStrength
{
DrawImage "HASBERK", 2, 154;
InInventory nofatality
{
DrawImage "HASBERK2", 2, 154;
}
}
InInventory PowerShield
{
DrawImage "HASARMR", 32, 154;
}
InInventory GenderMale, 1
{
drawmugshot "STM", 5, 2, 154;
}
InInventory GenderFemale, 1
{
drawmugshot "GAL", 5, custom, -2, 154;
}
drawnumber 6, SMALLFONT, yellow, health, drawshadow, 30, 188, 0, red, 40, green, 71;
// drawimage translatable "STFBANY", 58, 169;
//drawimage "ARTIAMMO", 278, 159;
drawimage ammoicon2, 240, 181;
drawnumber 4, DIGINUMBER, red, ammo2, 250, 185, 0;
/*
InInventory ShowSilencerInHud, 1
{
drawimage "SILEG0", 240, 181;
}
*/
drawimage ammoicon1, 300, 181;
/*
InInventory ShowSlugShellsInHud, 1
{
drawimage "SHELZ0", 300, 181;
}
*/
drawnumber 4, DIGINUMBER, red, ammo1, 310, 185, 0;
drawimage "ARTICAS2", 0, 124;
//STAMINA
drawnumber 4, SMALLFONT, white, Ammo UsedStamina, whennotzero | interpolate(4), 166, 190, 0;
//RADSUIT
drawnumber 4, SMALLFONT, green, PowerupTime RadSuit, whennotzero, 166, 182, 0;
//INVULNERABILITY
drawnumber 4, SMALLFONT, Black, PowerupTime InvulnerabilitySphere, whennotzero, 166, 182, 0;
//INVISIBILITY
drawnumber 4, SMALLFONT, Blue, PowerupTime BlurSphere, whennotzero, 166, 176, 0;
//INFRARED
drawnumber 4, SMALLFONT, Blue, PowerupTime ArtiTorch, whennotzero, 166, 168, 0;
//GRENADES
// drawimage "GRNDA", 294, 160;
InInventory nadetype, 3
{
drawimage "GRNDC", 294, 160;
}
else
InInventory nadetype, 2
{
drawimage "PIPBE", 294, 160;
}
else
InInventory nadetype, 1
{
drawimage "GRNDB", 294, 160;
}
else
{
drawimage "GRNDA", 294, 160;
}
drawnumber 4, SMALLFONT, gray, Ammo GrenadeAmmo, 300, 150, 0;
gamemode deathmatch, teamgame
{
drawnumber 8, SMALLFONT, darkred, frags, 302, 8;
DrawString SMALLFONT, darkred, "Frags", 302, 0;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Minimal
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
InInventory sbartype3, 1
{
// Keys
//drawimage "KEYS", 304, 0;
drawswitchableimage Bluecard && BlueSkull, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 80, 192;
drawswitchableimage Yellowcard && YellowSkull, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 90, 192;
drawswitchableimage Redcard && RedSkull, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 100, 192;
// Inventory Items
//drawselectedinventory alternateonempty, SMALLFONT, 200, 169
//{
drawmugshot "STF", 5, 1143, 1168;
//}
// Armor
drawnumber 6, BIGFONT, green, armor, whennotzero, 80, 185, 0, yellow, 10, blue, 100;
// Health
drawnumber 6, BIGFONT, yellow, health, whennotzero, 35, 185, 0, red, 40, green, 71;
//Ammo
drawnumber 4, BIGFONT, red, ammo2, 250, 185, 0;
drawnumber 4, BIGFONT, red, ammo1, 310, 185, 0;
drawimage "ARTICAS2", 0, 124;
drawimage "ARTICAS2", 0, 124;
//drawimage "GRNDA", 335, 190;
InInventory nadetype, 3
{
drawimage "GRNDC", 335, 190;
}
else
InInventory nadetype, 2
{
drawimage "PIPBE", 335, 190;
}
else
InInventory nadetype, 1
{
drawimage "GRNDB", 335, 190;
}
else
{
drawimage "GRNDA", 335, 190;
}
drawnumber 4, SMALLFONT, gray, Ammo GrenadeAmmo, 340, 190, 0;
//STAMINA
drawnumber 4, SMALLFONT, white, Ammo UsedStamina, whennotzero | interpolate(4), 166, 190, 0;
//RADSUIT
drawnumber 4, SMALLFONT, green, PowerupTime RADSUIT3, whennotzero, 166, 182, 0;
//INVULNERABILITY
drawnumber 4, SMALLFONT, Black, PowerupTime InvulnerabilitySphere, whennotzero, 166, 182, 0;
//INVISIBILITY
drawnumber 4, SMALLFONT, Blue, PowerupTime BlurSphere, whennotzero, 166, 176, 0;
//INFRARED
drawnumber 4, SMALLFONT, Blue, PowerupTime ArtiTorch, whennotzero, 166, 168, 0;
gamemode deathmatch, teamgame
{
drawnumber 8, SMALLFONT, darkred, frags, 302, 8;
DrawString SMALLFONT, darkred, "Frags", 302, 0;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Doom Nukem's Full Helmet
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
InInventory sbartype4, 1
{
// basic layout
DrawImage "PLAYSCRN", -54, 0;
Alpha 0.5
// health and armor bars
Alpha 0.75
DrawBar "HealthFu", "HealthEm", Health, horizontal, interpolate(8), 22, 159;
Alpha 0.75
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Health, Alignment(right), fillzeros, 68, 168;
DrawBar "ArmorFul", "ArmorEmp", Armor, horizontal, interpolate(8), 21, 174;
Alpha 0.75
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Armor, Alignment(right), fillzeros, 71, 179;
// ammo bar
Alpha 0.75
UsesSecondaryAmmo
{
DrawNumber 3, DIGIFONT_LARGE, DoomNukemStatusBarGreen, Ammo2, Alignment(left), fillzeros, 247, 172;
DrawNumber 3, DIGIFONT_SMALL, DoomNukemStatusBarGreen, Ammo1, Alignment(left), fillzeros, 282, 178;
}
UsesSecondaryAmmo not
{
DrawNumber 3, DIGIFONT_LARGE, DoomNukemStatusBarGreen, Ammo1, Alignment(left), fillzeros, 257, 172;
}
// level stats
Alpha 0.75
drawnumber 4, AMMOFONT, DoomNukemIndexGreen, kills, drawshadow(2, 2), 73, 24;
Alpha 0.75
drawnumber 4, AMMOFONT, DoomNukemIndexGreen, monsters, Alignment(left), drawshadow(2, 2), 81, 24;
Alpha 0.75
drawnumber 3, AMMOFONT, DoomNukemIndexGreen, items, drawshadow(2, 2), 73, 31;
Alpha 0.75
drawnumber 3, AMMOFONT, DoomNukemIndexGreen, totalitems, Alignment(left), drawshadow(2, 2), 81, 31;
Alpha 0.75
drawnumber 2, AMMOFONT, DoomNukemIndexGreen, secrets, drawshadow(2, 2), 79, 38;
Alpha 0.75
drawnumber 2, AMMOFONT, DoomNukemIndexGreen, totalsecrets, Alignment(left), drawshadow(2, 2), 86, 38;
// keys
DrawKeyBar 1, horizontal, 9, 252, 32, 0;
DrawKeyBar 1, horizontal, 9, 259, 31, 1;
DrawKeyBar 1, horizontal, 9, 266, 30, 2;
DrawKeyBar 1, horizontal, 9, 273, 29, 3;
DrawKeyBar 1, horizontal, 9, 280, 28, 4;
DrawKeyBar 1, horizontal, 9, 287, 27, 5;
//STAMINA
drawnumber 4, SMALLFONT, white, Ammo UsedStamina, whennotzero | interpolate(4), 166, 190, 0;
//RADSUIT
drawnumber 4, SMALLFONT, green, PowerupTime RADSUIT3, whennotzero, 166, 182, 0;
//INVULNERABILITY
drawnumber 4, SMALLFONT, Black, PowerupTime InvulnerabilitySphere, whennotzero, 166, 182, 0;
//INVISIBILITY
drawnumber 4, SMALLFONT, Blue, PowerupTime BlurSphere, whennotzero, 166, 176, 0;
//INFRARED
drawnumber 4, SMALLFONT, Blue, PowerupTime ArtiTorch, whennotzero, 166, 168, 0;
// hud face :)
InInventory GenderMale, 1
{
DrawImage "HEADSUP", -54, 0;
drawmugshot "STM", 5, 176, 7;
}
InInventory GenderFemale, 1
{
DrawImage "HEADSUP2", -54, 0;
drawmugshot "GAL", 5, custom, 176, 7;
}
InInventory PowerStrength
{
DrawImage "HASBERK", -54, 7;
InInventory nofatality
{
DrawImage "HASBERK2", -54, 7;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SIMPLE 16:9
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Checks if none of other HUDs are being used, making this one the default one.
//Previously it used to check a sbartype1 token, but this system didn't work when spectating a player
//in zandronum, showing no HUD at all.
InInventory not sbartype2, 1
{
InInventory not sbartype3, 1
{
InInventory not sbartype4, 1
{
//Inventory items
Drawselectedinventory indexfont, 56, 158;
// Keys
//drawimage "KEYS", 304, 0;
drawswitchableimage Bluecard && BlueSkull, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 56, 188;
drawswitchableimage Yellowcard && YellowSkull, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 66, 188;
drawswitchableimage Redcard && RedSkull, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 76, 188;
// Mugshot
drawmugshot "STM", 5, -25, 154;
// Armor
//drawimage armoricon, 78, 200; next to the mugshot
drawimage armoricon, 33, 186;
drawnumber 6, SMALLFONT, green, armor, drawshadow | whennotzero, 45, 188, 0, yellow, 10, blue, 100;
drawnumber 2, INDEXFONT, blue, SavePercent, whennotzero, 45, 182, 0, green, 46, red, 65;
//Draw energy shield powerup indicator
InInventory PowerShield
{
DrawImage "HASARMR", 18, 154;
}
// Health
//Draw berserk powerup indicator based on mode
InInventory PowerStrength
{
DrawImage "HASBERK", -25, 154;
InInventory nofatality
{
DrawImage "HASBERK2", -25, 154;
}
}
drawnumber 6, SMALLFONT, yellow, health, drawshadow, 0, 188, 0, red, 40, green, 71;
// Ammo
drawimage ammoicon2, 290, 181;
drawnumber 4, DIGINUMBER, red, ammo2, 290, 185, 0;
drawimage ammoicon1, 330, 181;
drawnumber 4, DIGINUMBER, red, ammo1, 340, 185, 0;
drawimage "ARTICAS2", 0, 124;
// Stamina
//When used stamina is in inventory, draw stamina bar
//Bar fills out as more stamina is used
InInventory UsedStamina, 1
{
DrawBar "STMNBAR2", "STMNBAR", Ammo UsedStamina, horizontal, interpolate(8), 283, 150;
drawimage "STMNBAR3", 283, 150;
}
//Powerup timers
//RADSUIT
drawnumber 4, SMALLFONT, green, PowerupTime RADSUIT3, whennotzero, 166, 182, 0;
//INVULNERABILITY
drawnumber 4, SMALLFONT, Black, PowerupTime InvulnerabilitySphere, whennotzero, 166, 182, 0;
//INVISIBILITY
drawnumber 4, SMALLFONT, Blue, PowerupTime BlurSphere, whennotzero, 166, 176, 0;
//INFRARED
drawnumber 4, SMALLFONT, Blue, PowerupTime ArtiTorch, whennotzero, 166, 168, 0;
// GRENADES
//draw grenade based on nadetype
InInventory nadetype, 3
{
drawimage "GRNDC", 255, 195;
}
else
InInventory nadetype, 2
{
drawimage "PIPBE", 255, 195;
}
else
InInventory nadetype, 1
{
drawimage "GRNDB", 255, 195;
}
else
{
drawimage "GRNDA", 255, 195;
}
drawnumber 4, SMALLFONT, gray, Ammo GrenadeAmmo, 260, 185, 0;
// Deathmatch
gamemode deathmatch, teamgame
{
drawnumber 8, SMALLFONT, darkred, frags, 302, 8;
DrawString SMALLFONT, darkred, "Frags", 302, 0;
}
}}}
//}
//////////////////////////////////////////////////////////////////
//End Statusbar
}
statusbar normal // Standard Doom Status bar
{
drawimage "STBAR", 0, 168;
drawimage "STTPRCNT", 90, 171;
drawimage "STTPRCNT", 221, 171;
InInventory PowerShield
{
DrawImage "HASARMR", 179, 168;
}
drawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 44, 171;
drawnumber 3, HUDFONT_DOOM, untranslated, health, 90, 171;
drawnumber 3, HUDFONT_DOOM, untranslated, armor, 221, 171;
//keys
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 239, 171;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 239, 181;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 239, 191;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo Clip2, 288, 173;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo AmmoShell, 288, 179;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo AmmoRocket, 288, 185;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammo AmmoCell, 288, 191;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity Clip2, 314, 173;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity AmmoShell, 314, 179;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity AmmoRocket, 314, 185;
drawnumber 3, INDEXFONT_DOOM, untranslated, ammocapacity AmmoCell, 314, 191;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171;
}
//STAMINA
//drawnumber 4, SMALLFONT, white, Ammo UsedStamina, whennotzero | interpolate(4), 170, 160, 0;
InInventory UsedStamina, 1
{
DrawBar "STMNBAR2", "STMNBAR", Ammo UsedStamina, horizontal, interpolate(8), 262, 154;
drawimage "STMNBAR3", 262, 154;
}
//RADSUIT
drawnumber 4, SMALLFONT, green, PowerupTime RadSuit, whennotzero, 20, 160, 0;
//INVULNERABILITY
drawnumber 4, SMALLFONT, Black, PowerupTime InvulnerabilitySphere, whennotzero, 40, 160, 0;
//INVISIBILITY
drawnumber 4, SMALLFONT, Blue, PowerupTime BlurSphere, whennotzero, 60, 160, 0;
//INFRARED
drawnumber 4, SMALLFONT, White, PowerupTime ArtiTorch, whennotzero, 80, 160, 0;
//GRENADES
// drawimage "GRNDA", 335, 195;
InInventory nadetype, 3
{
drawimage "GRNDC", 335, 195;
}
else
InInventory nadetype, 2
{
drawimage "PIPBE", 335, 195;
}
else
InInventory nadetype, 1
{
drawimage "GRNDB", 335, 195;
}
else
{
drawimage "GRNDA", 335, 195;
}
drawnumber 4, SMALLFONT, gray, Ammo GrenadeAmmo, 340, 185, 0;
drawimage "STARMS", 104, 168;
drawnumber 3, DIGINUMBER, untranslated, ammo2, fillzeros, 140, 173;
InInventory PowerStrength
{
DrawImage "HASBERK", 143, 168;
InInventory nofatality
{
DrawImage "HASBERK2", 143, 168;
}
}
//drawselectedinventory alternateonempty, INDEXFONT, 143, 168
//{
drawmugshot "STM", 5, 143, 168;
//}
}
statusbar inventory // Standard bar overlay (ZDoom Addition)
{
drawinventorybar Doom, 7, INDEXFONT, 50, 170;
}
statusbar inventoryfullscreen // ZDoom HUD overlay.
{
drawinventorybar Doom, translucent, vertical, 5, INDEXFONT, 311, -5;
}