src/Graphics.cc
author Tero Marttila <terom@fixme.fi>
Tue, 13 Jan 2009 20:17:03 +0200
changeset 389 e74c1820fbd2
parent 377 01d3c340b372
child 392 6c4dc68360eb
permissions -rw-r--r--
implement --help, --fullscreen, --resolution and --list-modes
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#include "Graphics.hh"
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#include "GameState.hh"
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#include <cmath>
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#include <sstream>
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Graphics::Graphics (Engine &engine, GameState &state, PixelCoordinate resolution, bool fullscreen) :
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    CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, resolution.x, resolution.y, fullscreen),
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    engine(engine), 
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    state(state), 
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    resolution(resolution),
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    update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
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    input(get_ic()->get_keyboard()),
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    simple_font("Font2", engine.getResourceManager()) 
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{
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    // connect timer signal
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    slots.connect(update_timer.sig_tick(), this, &Graphics::on_update);
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    // enable
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    update_timer.start();
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}
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const std::vector<CL_DisplayMode> & Graphics::getDisplayModes (void) {
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    return CL_DisplayMode::get_display_modes();
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}
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void Graphics::check_input (void) {
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    LocalPlayer *player;
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    PlayerInput input_mask;
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    TimeMS input_dt;
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    // update gui flags
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    handle_input(input.readGuiInput());
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    // stop here if we don't have a local player
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    if ((player = state.getLocalPlayer()) == NULL)
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        return;
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    // build input_mask
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    input.readPlayerInput(input_mask, input_dt);
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    // apply input if there was any
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    if (input_mask)
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        player->handleInput(input_mask, input_dt);
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}
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void Graphics::handle_input (GuiInput flags) {
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    // update flags
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    this->flags = flags;
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    // quit?
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    if (flags & GUI_INPUT_QUIT) {
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        engine.stop();
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        return;
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    }
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    // dump player debug info on stderr
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    if ((flags & GUI_INPUT_DEBUG_PLAYER) && state.getLocalPlayer())
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        state.getLocalPlayer()->printDebugInfo();
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    // toggle fullscreen?
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    if (flags & GUI_INPUT_TOGGLE_FULLSCREEN) {
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        if (is_fullscreen())
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            set_windowed();
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        else
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            set_fullscreen();
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    }
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}
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static PixelDimension value_between (PixelDimension low, PixelDimension value, PixelDimension high) {
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    if (high < low)
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        return (high + low) / 2;
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    else if (value < low)
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        return low;
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    else if (value > high)
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        return high;
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    else
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        return value;
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}
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void Graphics::do_redraw (void) {
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    CL_GraphicContext *gc = get_gc();
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    LocalPlayer *player;
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    // calculate camera
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    PixelCoordinate camera(0, 0);
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    // ...to track our local player
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    if ((player = state.getLocalPlayer()) != NULL) {
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        // try and center the screen on the player
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        PixelCoordinate target = player->getCoordinate() - PixelCoordinate(resolution.x / 2, (resolution.y - 100) / 2);
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        // ...but keep the world in view
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        PixelCoordinate max = state.world.getDimensions() - resolution + PixelCoordinate(0, 100);
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        // ...by limiting the value to 0...max
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        camera = PixelCoordinate(
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            value_between(0, target.x, max.x),
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            value_between(0, target.y, max.y)
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        );
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    }
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    // Black background
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    gc->clear(CL_Color::black);
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    // Draw the game
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    state.draw(this, camera, flags & GUI_INPUT_DISPLAY_WEAPON);
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    if (player != NULL) {
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        // draw player info box
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        draw_player_info(gc, player);
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    }
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    // Flip window buffer, sync
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    flip(1);
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}
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void Graphics::on_update (TimeMS tick_length) {
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    (void) tick_length;
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    // check keyboard input
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    check_input();
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    // redraw display
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    do_redraw();
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}
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void Graphics::draw_player_info(CL_GraphicContext *gc, Player *p) {
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    int box_top = resolution.y - 100;
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    int box_left = 0;
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    int box_right = resolution.x;
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    int box_bottom = resolution.y;
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    int bar_length = 3; // *100
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    // draw status info at bottom of display
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    gc->fill_rect(
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        CL_Rect(
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            box_left,
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            box_top,
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            box_right,
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            box_bottom
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        ),
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        CL_Gradient(
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            CL_Color(0, 0, 0),
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            CL_Color(50, 50, 50),
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            CL_Color(50, 50, 50, 150),
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            CL_Color(100, 100, 100, 200)
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        )
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    );
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377
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    // Health
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    gc->draw_rect(
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        CL_Rect(
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            box_left + 9,
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            box_top + 9,
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            box_left + 11 + 100 * bar_length,
315
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            box_top + 31
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        ),
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        CL_Color(150, 150, 150)
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    );
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    gc->fill_rect(
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        CL_Rect(
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            box_left + 10,
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            box_top + 10,
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            box_left + 10 + (int) (p->getHealthPercent() * bar_length),
315
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            box_top + 30
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        ),
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        CL_Gradient(
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            CL_Color(200, 0, 0),
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            CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0),
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            CL_Color(200, 0, 0),
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            CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0)
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        )
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    );
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    // stats - kills
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    std::stringstream sskills;
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    sskills << "Kills:  " << p->getKills();
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 10,
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        sskills.str(),
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        get_gc()
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    );
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    // stats - deaths
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    std::stringstream ssdeaths;
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    ssdeaths << "Deaths:  " << p->getDeaths();
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
326
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        box_top + 30,
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        ssdeaths.str(),
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        get_gc()
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    );
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    // stats - ratio
326
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    std::stringstream ssratio;
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    ssratio << "Ratio:  " << (p->getKills()+1) / (p->getDeaths()+1);
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 50,
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        ssratio.str(),
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        get_gc()
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    );
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318
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    // Weapon clip / reloading
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    gc->draw_rect(
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        CL_Rect(
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            box_left + 9,
325
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            box_top + 69,
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            box_left + 11 + 100 * bar_length,
325
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            box_top + 91
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        ),
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        CL_Color(150, 150, 150)
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    );
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    gc->fill_rect(
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        CL_Rect(
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            box_left + 10,
325
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            box_top + 70,
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            box_left + 10 + (100 - (int) (p->getCurrentWeapon()->getReloadTimer() * 100 / p->getCurrentWeapon()->getReloadTime())) * bar_length,
325
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            box_top + 90
318
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        ),
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        CL_Gradient(
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 100)
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        )
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    );
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    // current weapon name
325
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 70,
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        p->getCurrentWeapon()->getName(),
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        get_gc()
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    );
315
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}
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   247