9{
11
12
15
16 int i, key_state;
17 int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
18 all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
19
20 for(i = 0; i < 4; ++i)
21 {
22 key_state = (bitshift(
state, i * -5) & 31) - 1;
23
24 if(key_state == -1)
25 continue;
26
27 if(key_state == 30)
28 {
29 ++carrying_keys;
31 }
32
33 switch(key_state)
34 {
39 case 29: ++dropped_keys; break;
40 }
41
42 ++all_keys;
43 }
44
45
47 if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
48 {
49
50 slot_size =
vec2(mySize.x * 0.5, mySize.y * 0.5);
55 }
56 else
57 {
58 if(mySize.x > mySize.y)
59 {
60
61 slot_size =
vec2(mySize.x / all_keys, mySize.y);
62 for(i = 0; i < all_keys; ++i)
64 }
65 else
66 {
67
68 slot_size =
vec2(mySize.x, mySize.y / all_keys);
69 for(i = 0; i < all_keys; ++i)
71 }
72 }
73
74
75
77 if(carrying_keys)
78 {
81 {
86 }
87 }
89
90
91
92 i = 0;
93
94 while(team1_keys--)
96 {
98 --carrying_keys;
99 }
100 else
102
103 while(team2_keys--)
105 {
107 --carrying_keys;
108 }
109 else
111
112 while(team3_keys--)
114 {
116 --carrying_keys;
117 }
118 else
120
121 while(team4_keys--)
123 {
125 --carrying_keys;
126 }
127 else
129
130 while(dropped_keys--)
132}
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
ERASEABLE float blink(float base, float range, float freq)
const float DRAWFLAG_NORMAL