diff --git a/sources/GUI/NiceInteraction.uc b/sources/GUI/NiceInteraction.uc index bbdac18..c8d565f 100644 --- a/sources/GUI/NiceInteraction.uc +++ b/sources/GUI/NiceInteraction.uc @@ -170,17 +170,22 @@ function PostRender(Canvas C) x += 128 + 4; } } + //// Draw weapons progress bars - if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress) + if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker') + && nicePlayer.bFlagDisplayWeaponProgress) { - x = C.ClipX - InventoryBoxWidth * C.ClipX - 5; - y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length; - for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){ - DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y, - C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team); - y += (InventoryBoxHeight * C.ClipX + 4); - } + x = C.ClipX - InventoryBoxWidth * C.ClipX - 5; + y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length; + for (i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++) + { + DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y, + C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team); + y += (InventoryBoxHeight * C.ClipX + 4); + } } + + //// Draw invincibility bar nicePawn = NiceHumanPawn(nicePlayer.pawn); if(nicePawn != none && nicePawn.invincibilityTimer != 0.0)