static void RenderAbilityStatus( GameObject Player, int xp, int yp, ScreenBuffer _Buffer ) { if( Player.HasPart( "ActivatedAbilities" ) ) { ActivatedAbilities pAA = Player.GetPart("ActivatedAbilities") as ActivatedAbilities; if( pAA.AbilityByGuid != null ) if( pAA.AbilityByGuid.Count > 0 ) { int x = xp; int y = yp; _Buffer.Goto(x, y); _Buffer.Write(""+(char)193); foreach( ActivatedAbilityEntry Entry in pAA.AbilityByGuid.Values ) { y++; string sColor = "&G"; if( !Entry.Enabled ) sColor = "&K"; if (Entry.Cooldown > 0) sColor = "&K"; if (Entry.Toggleable && !Entry.ToggleState) sColor = "&r"; if (Entry.Toggleable && Entry.ToggleState) sColor = "&g"; _Buffer.Goto(x, y); _Buffer.Write(sColor + Entry.Icon); } y++; _Buffer.Goto(x, y); _Buffer.Write("" + (char)194); } } }