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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-12-06 15:01:07 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-12-06 15:01:07 +0000
commit5ec90c178c0c04b42ed80918d0497bb24ee774ed (patch)
tree2afeea326ef20db7b72d30e7f51ec1a7050aa179 /Game/Code/Screens/UScreenScore.pas
parent011d12dd56e5c18e08c311e880d010e73674a029 (diff)
downloadusdx-5ec90c178c0c04b42ed80918d0497bb24ee774ed.tar.gz
usdx-5ec90c178c0c04b42ed80918d0497bb24ee774ed.tar.xz
usdx-5ec90c178c0c04b42ed80918d0497bb24ee774ed.zip
Fixed array issues, moving through the several arrays is ugly - but at least it works
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@689 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Screens/UScreenScore.pas355
1 files changed, 171 insertions, 184 deletions
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 3537a26d..0ed04b89 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -61,17 +61,17 @@ type
Animation: real;
Fadeout: boolean;
- BarScore_ActualHeight : array[1..6] of real;
- BarPhrase_ActualHeight : array[1..6] of real;
- BarGolden_ActualHeight : array[1..6] of real;
+ BarScore_ActualHeight : array[0..5] of real;
+ BarPhrase_ActualHeight : array[0..5] of real;
+ BarGolden_ActualHeight : array[0..5] of real;
BarScore_EaseOut_Step : real;
BarPhrase_EaseOut_Step : real;
BarGolden_EaseOut_Step : real;
- TextScore_ActualValue : array[1..6] of integer;
- TextPhrase_ActualValue : array[1..6] of integer;
- TextGolden_ActualValue : array[1..6] of integer;
+ TextScore_ActualValue : array[0..5] of integer;
+ TextPhrase_ActualValue : array[0..5] of integer;
+ TextGolden_ActualValue : array[0..5] of integer;
EaseOut_MaxSteps : real;
@@ -150,44 +150,41 @@ begin
LoadFromTheme(Theme.Score);
TextArtist := AddText(Theme.Score.TextArtist);
- TextTitle := AddText(Theme.Score.TextTitle);
+ TextTitle := AddText(Theme.Score.TextTitle);
TextArtistTitle := AddText(Theme.Score.TextArtistTitle);
- for P := 1 to 6 do begin
- TextName[P] := AddText(Theme.Score.TextName[P]);
- TextScore[P] := AddText(Theme.Score.TextScore[P]);
-
- TextNotes[P] := AddText(Theme.Score.TextNotes[P]);
- TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]);
- TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]);
- TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]);
- TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]);
- TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]);
- TextTotal[P] := AddText(Theme.Score.TextTotal[P]);
- TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
-
- SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
-
- SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P]));
+ for P := 1 to 6 do
+ begin
+ SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
+ SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P]));
for I := 0 to High(Theme.Score.PlayerStatic[P]) do
- PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
+ PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
-
- //added by mog
for C := 0 to High(Theme.Score.PlayerTexts[P]) do
- PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
- // more skinable now
-
- StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
- StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
- StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
-
- StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]);
- StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]);
- StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]);
- StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]);
+ PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
+
+ TextName[P] := AddText(Theme.Score.TextName[P]);
+ TextScore[P] := AddText(Theme.Score.TextScore[P]);
+
+ TextNotes[P] := AddText(Theme.Score.TextNotes[P]);
+ TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]);
+ TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]);
+ TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]);
+ TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]);
+ TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]);
+ TextTotal[P] := AddText(Theme.Score.TextTotal[P]);
+ TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
+
+ StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
+ StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
+ StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
+
+ StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]);
+ StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]);
+ StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]);
+ StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]);
end;
end;
@@ -203,124 +200,91 @@ var
MaxH: real; // maximum height of score bar
Wsp: real;
begin
-{*
- CountSkipTimeSet;
-
- Animation := 0;
- Fadeout := false;
-
- Text[1].Text := AktSong.Artist + ' - ' + AktSong.Title;
- Text[2].Text := ' ' + IntToStr((Round(Gracz[0].Punkty) div 10) * 10) + ' points';
-
- Static[0].Texture.X := -2000;
- Static[1].Texture.X := -2000;
- Static[2].Texture.X := -2000;
- Static[3].Texture.X := -2000;
- Static[4].Texture.X := -2000;
- Static[5].Texture.X := -2000;
- Static[6].Texture.X := -2000;
- Static[7].Texture.X := -2000;
-
- Text[0].X := -2000;
- Text[1].X := -2000;
- Text[2].X := -2000;
- Text[3].X := -2000;
-
-
- case (Round(Gracz[0].Punkty) div 10) * 10 of
- 0..1000: Text[3].Text := ' Tone Deaf';
- 2010..4000: Text[3].Text := ' Amateur';
- 4010..6000: Text[3].Text := ' Rising Star';
- 6010..8000: Text[3].Text := ' Lead Singer';
- 8010..9000: Text[3].Text := ' Hit Artist';
- 9010..10000: Text[3].Text := ' Superstar';
- end;
-
- Music.PlayShuffle;
-*}
// Singstar
Fadeout := false;
- Text[TextArtist].Text := AktSong.Artist;
- Text[TextTitle].Text := AktSong.Title;
+ Text[TextArtist].Text := AktSong.Artist;
+ Text[TextTitle].Text := AktSong.Title;
Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.Title;
// set visibility
- case PlayersPlay of
- 1: begin
- V[1] := true;
- V[2] := false;
- V[3] := false;
- V[4] := false;
- V[5] := false;
- V[6] := false;
- end;
- 2, 4: begin
- V[1] := false;
- V[2] := true;
- V[3] := true;
- V[4] := false;
- V[5] := false;
- V[6] := false;
- end;
- 3, 6: begin
- V[1] := false;
- V[2] := false;
- V[3] := false;
- V[4] := true;
- V[5] := true;
- V[6] := true;
- end;
- end;
-
- for P := 1 to 6 do begin
- Text[TextName[P]].Visible := V[P];
- Text[TextScore[P]].Visible := V[P];
-
- // We set alpha to 0 , so we can nicely blend them in when we need them
- Text[TextScore[P]].Alpha := 0;
- Text[TextNotesScore[P]].Alpha := 0;
- Text[TextNotes[P]].Alpha := 0;
- Text[TextLineBonus[P]].Alpha := 0;
- Text[TextLineBonusScore[P]].Alpha := 0;
- Text[TextGoldenNotes[P]].Alpha := 0;
- Text[TextGoldenNotesScore[P]].Alpha := 0;
- Text[TextTotal[P]].Alpha := 0;
- Text[TextTotalScore[P]].Alpha := 0;
-
- Text[TextNotes[P]].Visible := V[P];
- Text[TextNotesScore[P]].Visible := V[P];
- Text[TextLineBonus[P]].Visible := V[P];
- Text[TextLineBonusScore[P]].Visible := V[P];
- Text[TextGoldenNotes[P]].Visible := V[P];
- Text[TextGoldenNotesScore[P]].Visible := V[P];
- Text[TextTotal[P]].Visible := V[P];
- Text[TextTotalScore[P]].Visible := V[P];
-
- for I := 0 to high(PlayerStatic[P]) do
- Static[PlayerStatic[P, I]].Visible := V[P];
-
- for I := 0 to high(PlayerTexts[P]) do
- Text[PlayerTexts[P, I]].Visible := V[P];
-
- Static[StaticBoxLightest[P]].Visible := V[P];
- Static[StaticBoxLight[P]].Visible := V[P];
- Static[StaticBoxDark[P]].Visible := V[P];
-
- Static[StaticBackLevel[P]].Visible := false; //V[P];
- Static[StaticBackLevelRound[P]].Visible := false; //V[P];
- Static[StaticLevel[P]].Visible := false; //V[P];
- Static[StaticLevelRound[P]].Visible := false; //V[P];
+ case PlayersPlay of
+ 1: begin
+ V[1] := true;
+ V[2] := false;
+ V[3] := false;
+ V[4] := false;
+ V[5] := false;
+ V[6] := false;
+ end;
+ 2, 4: begin
+ V[1] := false;
+ V[2] := true;
+ V[3] := true;
+ V[4] := false;
+ V[5] := false;
+ V[6] := false;
+ end;
+ 3, 6: begin
+ V[1] := false;
+ V[2] := false;
+ V[3] := false;
+ V[4] := true;
+ V[5] := true;
+ V[6] := true;
+ end;
end;
+ for P := 1 to 6 do
+ begin
+ Text[TextName[P]].Visible := V[P];
+ Text[TextScore[P]].Visible := V[P];
+
+ // We set alpha to 0 , so we can nicely blend them in when we need them
+ Text[TextScore[P]].Alpha := 0;
+ Text[TextNotesScore[P]].Alpha := 0;
+ Text[TextNotes[P]].Alpha := 0;
+ Text[TextLineBonus[P]].Alpha := 0;
+ Text[TextLineBonusScore[P]].Alpha := 0;
+ Text[TextGoldenNotes[P]].Alpha := 0;
+ Text[TextGoldenNotesScore[P]].Alpha := 0;
+ Text[TextTotal[P]].Alpha := 0;
+ Text[TextTotalScore[P]].Alpha := 0;
+
+
+ Text[TextNotes[P]].Visible := V[P];
+ Text[TextNotesScore[P]].Visible := V[P];
+ Text[TextLineBonus[P]].Visible := V[P];
+ Text[TextLineBonusScore[P]].Visible := V[P];
+ Text[TextGoldenNotes[P]].Visible := V[P];
+ Text[TextGoldenNotesScore[P]].Visible := V[P];
+ Text[TextTotal[P]].Visible := V[P];
+ Text[TextTotalScore[P]].Visible := V[P];
+
+ for I := 0 to high(PlayerStatic[P]) do
+ Static[PlayerStatic[P, I]].Visible := V[P];
+
+ for I := 0 to high(PlayerTexts[P]) do
+ Text[PlayerTexts[P, I]].Visible := V[P];
+
+ Static[StaticBoxLightest[P]].Visible := V[P];
+ Static[StaticBoxLight[P]].Visible := V[P];
+ Static[StaticBoxDark[P]].Visible := V[P];
+
+//
+ Static[StaticBackLevel[P]].Visible := false;
+ Static[StaticBackLevelRound[P]].Visible := false;
+ Static[StaticLevel[P]].Visible := false;
+ Static[StaticLevelRound[P]].Visible := false;
+ end;
end;
procedure TScreenScore.onShowFinish;
var
index : integer;
begin
-for index := 1 to 2 do
+for index := 0 to (PlayersPlay-1) do
begin
BarScore_ActualHeight[index] := 0;
BarPhrase_ActualHeight[index] := 0;
@@ -331,7 +295,6 @@ for index := 1 to 2 do
TextGolden_ActualValue[index] := 0;
end;
-
BarScore_EaseOut_Step := 1;
BarPhrase_EaseOut_Step := 1;
BarGolden_EaseOut_Step := 1;
@@ -354,6 +317,7 @@ var
C: integer;
katze : integer;
+ ArrayStartModifier : integer;
begin
// 0.5.0: try also use 4 players screen with nicks
@@ -395,22 +359,45 @@ begin
end;
inherited Draw;
-{
- player[1].ScoreI := 7000;
- player[1].ScoreLineI := 2000;
- player[1].ScoreGoldenI := 1000;
-
- player[2].ScoreI := 2500;
- player[2].ScoreLineI := 1100;
- player[2].ScoreGoldenI := 900;
- }
+
+ //player[1].ScoreI := 7000;
+ //player[1].ScoreLineI := 2000;
+ //player[1].ScoreGoldenI := 1000;
+
+ //player[2].ScoreI := 2500;
+ //player[2].ScoreLineI := 1100;
+ //player[2].ScoreGoldenI := 900;
+
// Let's arise the bars
ActualTime := GetTickCount div 33;
if ((ActualTime <> OldTime) and ShowFinish )then
begin
OldTime := ActualTime;
- For katze:= 0 to 5 do
+// okay i hate that as much as you might do too, but there's no way around that yet (imho)
+// all statics / texts are loaded at start - so that we have them all even if we change the amount of players
+// array overview:
+
+// 1 Player -> Player[0].Score (The score for one player starts at 0)
+// -> Statics[1] (The statics for the one player screen start at 0)
+// 2 Player -> Player[0..1].Score
+// -> Statics[2..3]
+// 3 Player -> Player[0..5].Score
+// -> Statics[4..6]
+
+ case PlayersPlay of
+ 1: begin
+ ArrayStartModifier := 1;
+ end;
+ 2, 4: begin
+ ArrayStartModifier := 2;
+ end;
+ 3, 6: begin
+ ArrayStartModifier := 4;
+ end;
+ end;
+
+ For katze:= 0 to (PlayersPlay-1) do
begin
// We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore)
@@ -436,72 +423,72 @@ begin
// Draw golden score bar #
//########################
- BarGolden_ActualHeight[katze] := RaiseBar(katze,
- Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze] - BarPhrase_ActualHeight[katze],
+ BarGolden_ActualHeight[katze] := RaiseBar(katze + ArrayStartModifier,
+ Static[StaticBackLevel[katze + ArrayStartModifier]].Texture.y - BarScore_ActualHeight[katze] - BarPhrase_ActualHeight[katze],
BarGolden_ActualHeight[katze],
- player[katze+1].ScoreGoldenI,
+ player[katze].ScoreGoldenI,
'Lightest',
BarGolden_EaseOut_Step);
// Increment and show total score and plain score
TextGolden_ActualValue[katze] := IncrementScore(katze,
TextGolden_ActualValue[katze],
- Player[katze+1].ScoreGoldenI,
+ Player[katze].ScoreGoldenI,
BarGolden_EaseOut_Step);
- Text[TextGoldenNotesScore[katze+1]].Text := IntToStr(TextGolden_ActualValue[katze]);
+ Text[TextGoldenNotesScore[katze + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[katze]);
// Blend in
- Text[TextGoldenNotesScore[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100);
- Text[TextGoldenNotes[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotesScore[katze + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotes[katze + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
end;
//########################
// Draw phrase score bar #
//########################
- BarPhrase_ActualHeight[katze] := RaiseBar(katze,
- Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze],
+ BarPhrase_ActualHeight[katze] := RaiseBar(katze + ArrayStartModifier,
+ Static[StaticBackLevel[katze + ArrayStartModifier]].Texture.y - BarScore_ActualHeight[katze],
BarPhrase_ActualHeight[katze],
- Player[katze+1].ScoreLineI,
+ Player[katze].ScoreLineI,
'Light',
BarPhrase_EaseOut_Step);
// Increment and show total score and plain score
TextPhrase_ActualValue[katze] := IncrementScore(katze,
TextPhrase_ActualValue[katze],
- Player[katze+1].ScoreLineI,
+ Player[katze].ScoreLineI,
BarPhrase_EaseOut_Step);
- Text[TextLineBonusScore[katze+1]].Text := IntToStr(TextPhrase_ActualValue[katze]);
+ Text[TextLineBonusScore[katze + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[katze]);
//Blend in
- Text[TextLineBonusScore[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100);
- Text[TextLineBonus[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonusScore[katze + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonus[katze + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
end;
//#######################
// Draw plain score bar #
//#######################
- BarScore_ActualHeight[katze] := RaiseBar(katze,
- Static[StaticBackLevel[katze+1]].Texture.y,
+ BarScore_ActualHeight[katze] := RaiseBar(katze + ArrayStartModifier,
+ Static[StaticBackLevel[katze + ArrayStartModifier]].Texture.y,
BarScore_ActualHeight[katze],
- Player[katze+1].ScoreI,
+ Player[katze].ScoreI,
'Dark',
BarScore_EaseOut_Step);
// Increment and show total score and plain score
TextScore_ActualValue[katze] := IncrementScore(katze,
TextScore_ActualValue[katze],
- Player[katze+1].ScoreI,
+ Player[katze].ScoreI,
BarScore_EaseOut_Step);
- Text[TextNotesScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze]);
+ Text[TextNotesScore[katze + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[katze]);
- Text[TextTotalScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze] + TextPhrase_ActualValue[katze] + TextGolden_ActualValue[katze]);
+ Text[TextTotalScore[katze + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[katze] + TextPhrase_ActualValue[katze] + TextGolden_ActualValue[katze]);
//Blend em in
- Text[TextTotalScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextTotal[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextNotesScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextNotes[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextTotalScore[katze + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextTotal[katze + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotesScore[katze + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotes[katze + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextScore[katze + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
end; // me loop
end;
@@ -526,10 +513,10 @@ var
lTmp : real;
begin
- MaxHeight := Static[StaticBackLevel[PlayerNumber + 1]].Texture.H;
- Width := Static[StaticBackLevel[PlayerNumber + 1]].Texture.W;
+ MaxHeight := Static[StaticBackLevel[PlayerNumber]].Texture.H;
+ Width := Static[StaticBackLevel[PlayerNumber]].Texture.W;
- BarStartPosX := Static[StaticBackLevel[PlayerNumber + 1]].Texture.X;
+ BarStartPosX := Static[StaticBackLevel[PlayerNumber]].Texture.X;
BarStartPosY := BarStartPosY + MaxHeight; // The texture starts in the upper left corner, so let's subtract the height - so we can arise it
@@ -559,11 +546,11 @@ begin
NewHeight := Height2Reach;
end;
//+1
- LoadColor(R, G, B, 'P' + inttostr(PlayerNumber+1) + ColorBrightness); //dark, light, lightest
+ LoadColor(R, G, B, 'P' + inttostr(PlayerNumber) + ColorBrightness); //dark, light, lightest
glColor4f(R, G, B, 1);
//the actual bar
- glBindTexture(GL_TEXTURE_2D, Static[StaticLevel[PlayerNumber + 1]].Texture.TexNum);
+ glBindTexture(GL_TEXTURE_2D, Static[StaticLevel[PlayerNumber]].Texture.TexNum);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -577,15 +564,15 @@ begin
glEnd;
//the round thing on top
- glBindTexture(GL_TEXTURE_2D, Static[StaticLevelRound[PlayerNumber + 1]].Texture.TexNum);
+ glBindTexture(GL_TEXTURE_2D, Static[StaticLevelRound[PlayerNumber]].Texture.TexNum);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight);
- glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight);
+ glTexCoord2f(0, 0); glVertex2f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight);
+ glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight);
glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight);
glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY - NewHeight);
glEnd;