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IMPORTANT

Status: Supported
Minimum version: 1.4

Ammo, weapon icon, and fire mode

Overview

The hud_states section in maingame.xml supports three related blocks:

  1. adaptive ammo widget
  2. fire mode display using mode_mapping
  3. multiple static_wpn_icon modes

static_ammo_adaptive

  1. Enabled by the static_ammo_adaptive node.
  2. Uses clip_text and total_text.
  3. The separator is set by separator.
  4. In this mode, the regular ammo fields are hidden.

static_fire_mode and mode_mapping

  1. use_icon="1" converts the fire mode into icons.
  2. mode_mapping links the mode text to an icon name.

Example:

xml
<static_fire_mode x="899" y="684" width="16" height="20" stretch="1" use_icon="1">
  <mode_mapping text="1" icon="ui_inGame2_icon_fmode_single"/>
  <mode_mapping text="A" icon="ui_inGame2_icon_fmode_auto"/>
  <mode_mapping text="2" icon="ui_inGame2_icon_fmode_2burst"/>
  <mode_mapping text="3" icon="ui_inGame2_icon_fmode_3burst"/>
  <text font="letterica18" align="c" vert_align="c"/>
</static_fire_mode>

static_wpn_icon

  1. Legacy mode: ammunition icon.
  2. display_mode="text": text instead of an icon.
  3. caliber="1": caliber mode via hud_group_catalog.

Additional notes:

  1. WeaponIconScale in engine_external.ltx.
  2. active_ammo_color and inactive_ammo_color for ammo type colors.

Related material: general information, UI overview.

Published under the MIT license.