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https://github.com/KartKrewDev/RingRacers.git
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remove exp totals from lines
adjust crystal coloring
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parent
ac02ecda3d
commit
d4a822c088
1 changed files with 5 additions and 5 deletions
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@ -691,7 +691,7 @@ void podiumData_s::Draw(void)
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// Colorize the crystal, just like we do for hud
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// Colorize the crystal, just like we do for hud
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fixed_t factor = FixedDiv(dta->exp*FRACUNIT, lvl->totalExp*FRACUNIT);
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fixed_t factor = FixedDiv(dta->exp*FRACUNIT, lvl->totalExp*FRACUNIT);
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skincolornum_t overlaycolor = factor < FRACUNIT ? SKINCOLOR_RUBY : SKINCOLOR_ULTRAMARINE;
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skincolornum_t overlaycolor = factor < FRACUNIT ? SKINCOLOR_RUBY : SKINCOLOR_ULTRAMARINE;
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if (factor >= FRACUNIT) {factor *= 2;} // exaggerate the positive se, since reverse engineering the factor like this results in half the translucency range
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if (factor >= FRACUNIT) {factor += factor-FRACUNIT;} // exaggerate the positive side, since reverse engineering the factor like this results in half the translucency range
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auto transflag = K_GetTransFlagFromFixed(factor);
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auto transflag = K_GetTransFlagFromFixed(factor);
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drawer_gametype
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drawer_gametype
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.xy(0, 1)
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.xy(0, 1)
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@ -700,10 +700,10 @@ void podiumData_s::Draw(void)
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.patch("K_SPTEXP");
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.patch("K_SPTEXP");
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drawer_gametype
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drawer_gametype
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.xy(22, 1)
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.xy(23, 1)
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.align(srb2::Draw::Align::kCenter)
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.align(srb2::Draw::Align::kCenter)
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.font(srb2::Draw::Font::kPing)
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.font(srb2::Draw::Font::kPing)
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.text(va("%d/%d", dta->exp, lvl->totalExp));
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.text(va("%d", dta->exp));
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break;
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break;
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}
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}
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}
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}
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@ -838,9 +838,9 @@ void podiumData_s::Draw(void)
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.colorize(static_cast<skincolornum_t>(SKINCOLOR_MUSTARD))
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.colorize(static_cast<skincolornum_t>(SKINCOLOR_MUSTARD))
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.patch("K_STEXP");
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.patch("K_STEXP");
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// Colorize the crystal for the totals, just like we do for in race hud
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// Colorize the crystal for the totals, just like we do for in race hud
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fixed_t factor = FixedDiv((rank.exp+(50*rank.numPlayers-1))*FRACUNIT, rank.totalExp*FRACUNIT); // bump the calc a bit, because its probably not possible for every human to get 125 on every race
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fixed_t factor = FixedDiv((rank.exp+(35*rank.numPlayers-1))*FRACUNIT, rank.totalExp*FRACUNIT); // bump the calc a bit, because its probably not possible for every human to get 125 on every race
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skincolornum_t overlaycolor = factor < FRACUNIT ? SKINCOLOR_RUBY : SKINCOLOR_ULTRAMARINE;
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skincolornum_t overlaycolor = factor < FRACUNIT ? SKINCOLOR_RUBY : SKINCOLOR_ULTRAMARINE;
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if (factor >= FRACUNIT) {factor *= 2;} // exaggerate the positive se, since reverse engineering the factor like this results in half the translucency range
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if (factor >= FRACUNIT) {factor += factor-FRACUNIT;} // exaggerate the positive side, since reverse engineering the factor like this results in half the translucency range
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auto transflag = K_GetTransFlagFromFixed(factor);
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auto transflag = K_GetTransFlagFromFixed(factor);
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drawer_totals_right
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drawer_totals_right
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