draw bleed / poison icons for everyone
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parent
6f460b93f2
commit
8847ec0449
@ -12,10 +12,14 @@ var float size;
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var float InventoryBoxWidth;
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var float InventoryBoxWidth;
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var float InventoryBoxHeight;
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var float InventoryBoxHeight;
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var float BorderSize;
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var float BorderSize;
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event NotifyLevelChange(){
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event NotifyLevelChange()
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{
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Master.RemoveInteraction(self);
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Master.RemoveInteraction(self);
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}
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}
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function RegisterMutator(NicePack activePack){
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function RegisterMutator(NicePack activePack)
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{
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NicePackMutator = activePack;
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NicePackMutator = activePack;
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}
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}
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@ -58,10 +62,16 @@ function PostRender(Canvas C)
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local NiceWeapon niceWeap;
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local NiceWeapon niceWeap;
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local NicePlayerController nicePlayer;
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local NicePlayerController nicePlayer;
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local ScrnHUD scrnHUDInstance;
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local ScrnHUD scrnHUDInstance;
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// TODO maybe use scrnhud?
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local HUDKillingFloor kfHud;
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local Texture barTexture;
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local Texture barTexture;
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local int x, y, center, barWidth, offset;
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local int x, y, center, barWidth, offset;
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local int missesWidth, missesHeight, missesSpace;
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local int missesWidth, missesHeight, missesSpace;
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local int missesX, missesY;
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local int missesX, missesY;
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local Vector CamPos, ViewDir;
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local Rotator CamRot;
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local float OffsetX, BarLength, BarHeight, XL, YL, posY;
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if(C == none) return;
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if(C == none) return;
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if(C.ViewPort == none) return;
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if(C.ViewPort == none) return;
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if(C.ViewPort.Actor == none) return;
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if(C.ViewPort.Actor == none) return;
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@ -72,7 +82,7 @@ function PostRender(Canvas C)
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return;
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return;
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scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
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scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
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//// Draw bleed and poison icons
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//// Draw bleed and poison icons for OWNER
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offset = 4;
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offset = 4;
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// BLEED!!!
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// BLEED!!!
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if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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@ -92,8 +102,49 @@ function PostRender(Canvas C)
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C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
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C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
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}
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}
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// draw bleed and poison icons for TEAMMATES
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C.GetCAmeraLocation(CamPos, CamRot);
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ViewDir = vector(CamRot);
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kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
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OffsetX = (36.f * kfHud.default.VeterancyMatScaleFactor * 0.6) - (kfHud.default.HealthIconSize + 2.0);
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BarLength = FMin(kfHud.default.BarLength * (float(C.SizeX) / 1024.f), kfHud.default.BarLength);
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BarHeight = FMin(kfHud.default.BarHeight * (float(C.SizeX) / 1024.f), kfHud.default.BarHeight);
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for (i = 0; i < kfHUD.PlayerInfoPawns.Length; i++)
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{
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if (kfHUD.PlayerInfoPawns[i].Pawn != none && kfHUD.PlayerInfoPawns[i].Pawn.Health > 0 &&
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(kfHUD.PlayerInfoPawns[i].Pawn.Location - kfHUD.PawnOwner.Location) dot ViewDir > 0.8 &&
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kfHUD.PlayerInfoPawns[i].RendTime > ViewportOwner.Actor.Level.TimeSeconds)
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{
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C.StrLen(Left(kfHUD.PlayerInfoPawns[i].Pawn.PlayerReplicationInfo.PlayerName, 16), XL, YL);
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if (kfHUD.PlayerInfoPawns[i].Pawn.ShieldStrength <= 0)
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{
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posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 2.75 * BarHeight -
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kfHUD.default.ArmorIconSize * 0.5;
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}
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else
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{
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posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 3.8 * BarHeight -
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kfHUD.default.ArmorIconSize * 0.5;
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}
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offset = 0;
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if(niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none){
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if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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{
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C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX - 0.15 * BarLength -
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kfHUD.default.ArmorIconSize - 2.0, posY);
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C.DrawTileScaled(bleedIcon, 0.1875, 0.1875);
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}
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if (bIsPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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{
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C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX + 0.15 * BarLength -
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kfHUD.default.ArmorIconSize - 2.0, posY);
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C.DrawTileScaled(poisonIcon, 0.1875, 0.1875);
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}
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}
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}
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if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
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{
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C.ColorModulate.X = 1;
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C.ColorModulate.X = 1;
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C.ColorModulate.Y = 1;
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C.ColorModulate.Y = 1;
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C.ColorModulate.Z = 1;
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C.ColorModulate.Z = 1;
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@ -104,11 +155,13 @@ function PostRender(Canvas C)
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scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
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scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
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scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
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scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
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}
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}
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niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
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niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
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if (niceMutator == none)
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if (niceMutator == none)
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return;
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return;
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//// Draw counters
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//// Draw counters
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if(nicePlayer != none && nicePlayer.bFlagDisplayCounters){
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if(nicePlayer != none && nicePlayer.bFlagDisplayCounters)
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{
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x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
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x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
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y = C.ClipY * 0.01;
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y = C.ClipY * 0.01;
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for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
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for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
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@ -118,7 +171,8 @@ function PostRender(Canvas C)
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}
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}
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}
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}
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//// Draw weapons progress bars
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//// Draw weapons progress bars
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if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress){
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if(nicePlayer != none && nicePlayer.bFlagDisplayWeaponProgress)
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{
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x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
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x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
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y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
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y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
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for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){
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for(i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++){
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@ -129,7 +183,8 @@ function PostRender(Canvas C)
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}
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}
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//// Draw invincibility bar
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//// Draw invincibility bar
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none && nicePawn.invincibilityTimer != 0.0){
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if(nicePawn != none && nicePawn.invincibilityTimer != 0.0)
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{
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C.SetDrawColor(255, 255, 255);
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C.SetDrawColor(255, 255, 255);
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if(nicePawn.invincibilityTimer > 0)
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if(nicePawn.invincibilityTimer > 0)
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barTexture = greenBar;
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barTexture = greenBar;
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@ -174,6 +229,7 @@ function PostRender(Canvas C)
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for(i = 0;i < nicePlayer.abilityManager.currentAbilitiesAmount;i ++)
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for(i = 0;i < nicePlayer.abilityManager.currentAbilitiesAmount;i ++)
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DrawAbilityCooldown(C, i);
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DrawAbilityCooldown(C, i);
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}
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}
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function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
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function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
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local float borderSpace;
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local float borderSpace;
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local Texture textureToDraw;
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local Texture textureToDraw;
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