class o_Render extends object; // =========================================================================== // draw zed health final function DrawHealthBars(Canvas C, float f) { local HUDKillingFloor KFH; local KFMonster m; KFH = HUDKillingFloor(C.ViewPort.Actor.myHUD); // this draws debug sphere for pawns // HKF.DrawPointSphere(); // draw dem bars, using the fastest iterator at least up to 2000UU if (KFH == none) return; foreach C.ViewPort.Actor.CollidingActors(class'KFMonster', m, f) { if (m == none || m.Health <= 0) continue; KFH.DrawHealthBar(C, m, m.Health, m.HealthMax , 50.0); } } // draw crosshair final function DrawXhair(Canvas C, Color cl, float l, float w) { C.SetPos((float(C.sizeX) - w) / 2, (float(C.sizeY) - l) / 2); C.DrawColor = cl; C.DrawTile(Texture'Engine.WhiteSquareTexture', w, l, 0, 0, 2, 2); C.SetPos((float(C.sizeX) - l) / 2, (float(C.sizeY) - w) / 2); C.DrawTile(Texture'Engine.WhiteSquareTexture', l, w, 0, 0, 2, 2); } // For debugging headshots // simulated function DrawHeadShotSphere(out Canvas C) // Dave@Psyonix // { // local HUDKillingFloor KFH; // local KFHumanPawn p; // local KFMonster KFM; // local coords CO; // local vector HeadLoc; // KFH = HUDKillingFloor(C.ViewPort.Actor.myHUD); // p = getPawn(); // if ( p == none || KFH == none) // return; // //super.DrawHeadShotSphere(); // foreach p.DynamicActors(class'KFMonster', KFM) // { // if ( KFM == none ) // && KFM.ServerHeadLocation != KFM.LastServerHeadLocation ) // continue; // //KFM.DrawDebugSphere(KFM.Location + (KFM.OnlineHeadshotOffset >> KFM.Rotation), KFM.HeadRadius * KFM.HeadScale * KFM.OnlineHeadshotScale, 10, 0, 255, 0); // KFH.ClearStayingDebugLines(); // // KFM.LastServerHeadLocation = KFM.ServerHeadLocation; // // DrawStayingDebugSphere(KFM.ServerHeadLocation, KFM.HeadRadius * KFM.HeadScale, 10, 128, 255, 255); // CO = KFM.GetBoneCoords(KFM.HeadBone); // HeadLoc = CO.Origin + (KFM.HeadHeight * KFM.HeadScale * CO.XAxis); // KFH.DrawStayingDebugSphere(HeadLoc, KFM.HeadRadius * KFM.HeadScale, 10, 0, 255, 0); // } // } // =========================================================================== defaultproperties { }