DrawImage
Note: This function is for SBARINFO. For the ZScript function of the same name see DrawImage (BaseStatusBar). |
DrawImage [translatable] <image>, <x>, <y> [, {none|center|centerbottom}[, <max-width>, <max-height>[, <flags>]]]
Draws image image to the screen at the specified x and y coordinates, which are absolute coordinates on a scaled screen. By default the coordinates are referenced by the top left corner of the image. Specifying center will change this behavior to be the very center of the image (taking the image offsets into consideration).
If translatable is specified the image will translate itself to the player's color.
In addition to an image lump name a few special values can be used.
- playericon
- Draws the Player.ScoreIcon for the user's player class.
- armoricon
- Draws an image of the armor type currently in-use. If the amount of armor the player has is 0, nothing will be displayed.
- weaponicon
- Draws the Inventory.Icon of the currently selected weapon.
- ammoicon1
- Draws the primary ammo icon.
- ammoicon2
- Draws the secondary ammo icon.
- sigil
- Draws the proper icon for the Sigil.
- hexenarmor <armor>, <image>
- Fades the image based on the availability of the specified Hexen armor (armor, shield, helm, amulet).
Large images can be forced to draw with a specified max width or height (preserving the image's aspect ratio) by using the max-width and max-height parameters.
Valid flags are:
- alticonfirst
- When drawing icons, check for an alticon via ALTHUDCF before the normal icon.
- alternateonfail
- Executes the sub block if the command can not draw an image.
- forcescale
- Scale up images that are less than max-width/max-height.
- skipalticon
- Skip checking ALTHUDCF when drawing icons.
- skipicon
- Skip checking the inventory's icon when drawing icons.
- skipready
- For weapons, do not use the Ready state.
- skipspawn
- Do not use the item's spawn state when drawing icons.