Digitalnumber
This feature is deprecated. It's recommend not to use this feature. |
digitalnumber <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
digitalnumberz <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> <digitalscale>
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.
<tilenum> is the first tile of a sequence of numbers ordered from 0-9. Useful values for tilenum in the original game art are DIGITALNUM (full status bar health/ammo/armor values), 2837 (bluefont), 2930 (redfont), 2992 (grayfont), THREEBYFIVE (full status bar detailed weapon values), and 3087 (minifont).
<x> X coordinate, ranged 0-320
<y> Y coordinate, ranged 0-200
<number> is the gamevar to print the value from.
<shade> and <pal> are obviously shade and palette.
<orientation> Controls the way the sprite is drawn (see entry). Note: It is recommended that you always include bit 16 so that the numerals will be placed correctly.
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn. The gamevars xdim and ydim will hold the current screen resolution.
<digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.
Example code:
setvar x 300 setvar y 10 setvar shade 0 setvar pal 0 setvar tilenum DIGITALNUM setvar orientation 26 getactor[THISACTOR].extra TEMP digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
Please note that as with gametext, minitext and friends, digitalnumber only works during screen drawing events.