[Fix] Display '0' properly if you sell al your ammo.

This commit is contained in:
Allanis 2013-03-08 14:34:47 +00:00
parent fc5535f0f8
commit 89f690eda0

View File

@ -416,14 +416,28 @@ void player_render(void) {
} else {
f = &gl_defFont;
if(player->ammo == NULL) {
if(outfit_isLauncher(player->secondary->outfit)) {
// Out of ammo.
i = gl_printWidth(f, "%s", player->secondary->outfit->u.lau.ammo);
if(i > (int)gui.weapon.w)
// Font is too big.
f = &gl_smallFont;
gl_printMid(f, (int)gui.weapon.w,
gui.weapon.x, gui.weapon.y - 5,
&cConsole, "%s", player->secondary->outfit->u.lau.ammo);
gl_printMid(&gl_smallFont, (int)gui.weapon.w,
gui.weapon.x, gui.weapon.y - 10 - gl_defFont.h,
NULL, "0");
} else {
// Not a launcher.
i = gl_printWidth(f, "%s", player->secondary->outfit->name);
if(i > (int)gui.weapon.w)
// Font is too big.
f = &gl_smallFont;
gl_printMid(f, (int)gui.weapon.w, gui.weapon.x,
gui.weapon.y - (gui.weapon.h - f->h)/2.,
gl_printMid(f, (int) gui.weapon.w,
gui.weapon.x, gui.weapon.y - (gui.weapon.h - f->h)/2.,
&cConsole, "%s", player->secondary->outfit->name);
}
} else {
// Use the ammunitions name.
i = gl_printWidth(f, "%s", player->secondary->outfit->name);