func void _Focusnames() {
var int col; col = -1; // Stupid pseudo-locals
var oCNpc her; her = Hlp_GetNpc(hero);
if(Hlp_Is_oCNpc(her.focus_vob)) {
var c_npc oth; oth = MEM_PtrToInst(her.focus_vob);
var int att; att = Npc_GetPermAttitude(hero, oth);
if (att == ATT_FRIENDLY) { col = Focusnames_Color_Friendly(); }
else if(att == ATT_NEUTRAL) { col = Focusnames_Color_Neutral(); }
else if(att == ATT_ANGRY) { col = Focusnames_Color_Angry(); }
else if(att == ATT_HOSTILE) { col = Focusnames_Color_Hostile(); };
}
else if(Hlp_Is_oCItem(her.focus_vob)) {
var c_item itm; itm = MEM_PtrToInst(her.focus_vob);
// Setze col = RGBA(.., .., .., ..); um die Farbe einzustellen
}
else {
col = Focusnames_Color_Neutral();
};
var int ptr; ptr = MEM_Alloc(4);
MEM_WriteInt(ptr, col);
CALL_IntParam(ptr);
CALL__thiscall(MEM_ReadInt(screen_offset), zCView__SetFontColor);
MEM_Free(ptr);
};
Już oryginalnie są tutaj warunki dające kolor zależnie od nastawienia