src/game/Utils/Animated_ProgressBar.cc
void SetProgressBarMsgAttributes(UINT32 ubID, SGPFont const font, UINT8 ubForeColor, UINT8 ubShadowColor)
{
	PROGRESSBAR *pCurr;
	Assert( ubID < MAX_PROGRESSBARS );
	pCurr = pBar[ ubID ];
	if( !pCurr )
		return;
	pCurr->usMsgFont            = font;
	pCurr->ubMsgFontForeColor = ubForeColor;
	pCurr->ubMsgFontShadowColor = ubShadowColor;
}
//Unless you set up the attributes, any text you pass to SetRelativeStartAndEndPercentage will
//default to FONT12POINT1 in a black color.
Unless you set up the attributes, any text you pass to SetRelativeStartAndEndPercentage will
default to FONT12POINT1 in a black color.
Unless you set up the attributes any text you pass to SetRelativeStartAndEndPercentage will default to FONT12POINT1 in a black color .
void SetProgressBarMsgAttributes(UINT32 ubID, SGPFont const font, UINT8 ubForeColor, UINT8 ubShadowColor)
{
	PROGRESSBAR *pCurr;
	Assert( ubID < MAX_PROGRESSBARS );
	pCurr = pBar[ ubID ];
	if( !pCurr )
		return;
	pCurr->usMsgFont            = font;
	pCurr->ubMsgFontForeColor = ubForeColor;
	pCurr->ubMsgFontShadowColor = ubShadowColor;
}
void SetProgressBarMsgAttributes ( UINT32 ubID , SGPFont const font , UINT8 ubForeColor , UINT8 ubShadowColor ) { PROGRESSBAR * pCurr ; Assert ( ubID < MAX_PROGRESSBARS ) ; pCurr = pBar [ ubID ] ; if ( ! pCurr ) return ; pCurr -> usMsgFont = font ; pCurr -> ubMsgFontForeColor = ubForeColor ; pCurr -> ubMsgFontShadowColor = ubShadowColor ; }
Unless you set up the attributes, any text you pass to SetRelativeStartAndEndPercentage will
default to FONT12POINT1 in a black color.
Unless you set up the attributes any text you pass to SetRelativeStartAndEndPercentage will default to FONT12POINT1 in a black color .