fancy HUD.TXD reloader

TODO: make optional with defines, also add more reload options
This commit is contained in:
Xinerki 2020-05-21 16:25:46 +03:00
parent 3e75de9709
commit 46c6b0d29d
3 changed files with 28 additions and 0 deletions

View file

@ -385,6 +385,11 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
DebugMenuAddCmd("Reload", "HUD.TXD", CHud::ReloadTXD);
DebugMenuAddCmd("Reload", "FONTS.TXD", NULL);
DebugMenuAddCmd("Reload", "FRONTEN1.TXD", NULL);
DebugMenuAddCmd("Reload", "FRONTEN2.TXD", NULL);
extern bool PrintDebugCode;
extern int16 DebugCamMode;
DebugMenuAddVarBool8("Cam", "Use mouse Cam", &CCamera::m_bUseMouse3rdPerson, nil);

View file

@ -1476,6 +1476,28 @@ void CHud::GetRidOfAllHudMessages()
}
}
void CHud::ReloadTXD()
{
for (int i = 0; i < NUM_HUD_SPRITES; ++i) {
Sprites[i].Delete();
}
int HudTXD = CTxdStore::FindTxdSlot("hud");
CTxdStore::RemoveTxdSlot(HudTXD);
debug("Reloading HUD.TXD...\n");
HudTXD = CTxdStore::AddTxdSlot("hud");
CTxdStore::LoadTxd(HudTXD, "MODELS/HUD.TXD");
CTxdStore::AddRef(HudTXD);
CTxdStore::PopCurrentTxd();
CTxdStore::SetCurrentTxd(HudTXD);
for (int i = 0; i < NUM_HUD_SPRITES; i++) {
Sprites[i].SetTexture(WeaponFilenames[i].name, WeaponFilenames[i].mask);
}
}
void CHud::Initialise()
{
m_Wants_To_Draw_Hud = true;

View file

@ -124,6 +124,7 @@ public:
static void Draw();
static void DrawAfterFade();
static void GetRidOfAllHudMessages();
static void ReloadTXD();
static void Initialise();
static void ReInitialise();
static void SetBigMessage(wchar *message, int16 style);