Tweak color range of healthbar values.
Also, add healthbar values to player healthbars as well.
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f3a6899b61
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2 changed files with 17 additions and 5 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1017 \cu(Sat 25 Nov 17:22:43 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r1017 \cu(2023-11-25 17:22:43)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1018 \cu(Sat 25 Nov 17:23:23 CET 2023)\c-";
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SWWM_SHORTVER="\cw1.3pre r1018 \cu(2023-11-25 17:23:23)\c-";
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@ -184,7 +184,7 @@ extend Class SWWMStatusBar
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int valw = MiniHUDFontOutline.StringWidth(val);
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val = String.Format("%d \c[MiniWhite]%d",ct.lasthealth,ct.maxhealth);
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int ofsw = valw-MiniHUDFontOutline.StringWidth(val);
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int col = (ct.lasthealth>ct.maxhealth)?mhudfontcol[MCR_BRASS]:(ct.lasthealth>=(ct.maxhealth/2))?mhudfontcol[MCR_WHITE]:(ct.lasthealth>=(ct.maxhealth/10))?mhudfontcol[MCR_RED]:mhudfontcol[MCR_SAYAHUD];
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int col = (ct.lasthealth>ct.maxhealth)?mhudfontcol[MCR_BRASS]:(ct.lasthealth>=(ct.maxhealth/2))?mhudfontcol[MCR_WHITE]:(ct.lasthealth>=(ct.maxhealth/5))?mhudfontcol[MCR_TOMATO]:(ct.lasthealth>=(ct.maxhealth/10))?mhudfontcol[MCR_RED]:mhudfontcol[MCR_SAYAHUD];
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Screen.DrawText(MiniHUDFontOutline,col,vpos.x-int((valw/2)-ofsw),barpos.y-(MiniHUDFontOutline.GetHeight()+2),val,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
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Screen.DrawChar(MiniHUDFontOutline,mhudfontcol[MCR_IBUKIHUD],vpos.x-3,barpos.y-(MiniHUDFontOutline.GetHeight()+2),0x2F,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
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}
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@ -257,6 +257,17 @@ extend Class SWWMStatusBar
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double fout = clamp(ct.lifespan-fractic,0.,25.)/25.;
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double alph = fin*fout;
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Vector2 barpos = vpos-(27,15);
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if ( drawvalues )
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{
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// player health values are drawn as a single number
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// font color is the same as in the status box
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String val = String.Format("%d",ct.lasthealth);
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int valw = MiniHUDFontOutline.StringWidth(val);
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int col = (ct.lasthealth>500)?mhudfontcol[MCR_YELLOW]:(ct.lasthealth>200)?mhudfontcol[MCR_PURPLE]:(ct.lasthealth>100)?mhudfontcol[MCR_AQUA]:mhudfontcol[MCR_RED];
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if ( ct.Owner.bINVULNERABLE || (ct.Owner.player.cheats&(CF_GODMODE|CF_GODMODE2)) || ct.Owner.FindInventory("InvinciballPower") )
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col = mhudfontcol[MCR_WHITE];
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Screen.DrawText(MiniHUDFontOutline,col,vpos.x-(valw/2),barpos.y-(MiniHUDFontOutline.GetHeight()+2),val,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
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}
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Font fnt = swwm_bigtags?mSmallFontOutline:mTinyFontOutline;
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int col = Font.CR_WHITE;
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if ( teamplay )
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@ -265,7 +276,8 @@ extend Class SWWMStatusBar
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if ( team != -1 ) col = Font.FindFontColor(Teams[team].mName); // this works in practice because team names are the same as their text colors
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if ( col == -1 ) col = Font.CR_WHITE;
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}
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Screen.DrawText(fnt,col,vpos.x-fnt.StringWidth(ct.mytag)/2,barpos.y-(fnt.GetHeight()+2),ct.mytag,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
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int ofsh = drawvalues?(MiniHUDFontOutline.GetHeight()+4):2;
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Screen.DrawText(fnt,col,vpos.x-fnt.StringWidth(ct.mytag)/2,barpos.y-(fnt.GetHeight()+ofsh),ct.mytag,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
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Screen.DrawTexture(EnemyBTex,false,barpos.x,barpos.y,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
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double ht = clamp(ct.intp.GetValue(fractic),0,ct.maxhealth*100);
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double hw = (ht*50.)/ct.maxhealth;
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@ -299,7 +311,7 @@ extend Class SWWMStatusBar
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else
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{
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ht = clamp(ct.intpl.GetValue(fractic),0,ct.maxhealth);
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hw = (ht*50.)/ct.maxhealth;
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hw = min((ht*50.)/ct.maxhealth,100.);
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Screen.DrawTexture(EnemyHTex[2],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowLeftF,ohw,DTA_WindowRightF,hw);
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}
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if ( ct.cummdamage <= 0 ) continue;
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