rows = HUD_GetRowCount(total_ammo_count, mySize, 3);
columns = ceil((total_ammo_count)/rows);
- ammo_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
+ ammo_size = vec2(mySize.x / columns, mySize.y / rows);
vector offset = '0 0 0';
float newSize;
{
ammotype = GetAmmoFieldFromNum(i);
DrawAmmoItem(
- pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y),
+ pos + vec2(column * (ammo_size.x + offset.x), row * (ammo_size.y + offset.y)),
ammo_size,
ammotype,
(wep.ammo_field == ammotype),
float f = bound(0, nade_statuschange_elapsedtime*2, 1);
- DrawAmmoNades(pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
+ DrawAmmoNades(pos + vec2(column * (ammo_size.x + offset.x), row * (ammo_size.y + offset.y)), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
}
draw_endBoldFont();