Small tweak to some HUD colors.

This commit is contained in:
Mari the Deer 2024-01-16 10:40:28 +01:00
commit 4c92cb796a
9 changed files with 32 additions and 19 deletions

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1087 \cu(Tue 16 Jan 10:17:28 CET 2024)\c-";
SWWM_SHORTVER="\cw1.3pre r1087 \cu(2024-01-16 10:17:28)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1088 \cu(Tue 16 Jan 10:40:28 CET 2024)\c-";
SWWM_SHORTVER="\cw1.3pre r1088 \cu(2024-01-16 10:40:28)\c-";

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@ -146,7 +146,7 @@ extend Class SWWMStatusBar
double hw = min(ht,100);
double bhw = hw;
int hcolor = MCR_RED;
if ( round(ht) > 500 ) hcolor = MCR_YELLOW;
if ( round(ht) > 500 ) hcolor = MCR_GOLD;
else if ( round(ht) > 200 ) hcolor = MCR_PURPLE;
else if ( round(ht) > 100 ) hcolor = MCR_AQUA;
if ( isInvulnerable() || CPlayer.mo.FindInventory("InvinciballPower") )

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@ -235,8 +235,6 @@ extend Class SWWMStatusBar
}
// ignore unowned (can happen?)
if ( !ct.Owner ) continue;
// ignore if max health is zero (SOMEHOW can happen)
if ( ct.maxhealth <= 0 ) continue;
// ignore non-player trackers and voodoo dolls
if ( !ct.Owner.player || (ct.Owner.player.mo != ct.Owner) ) continue;
// ignore local player or camera
@ -261,12 +259,27 @@ extend Class SWWMStatusBar
{
// player health values are drawn as a single number
// font color is the same as in the status box
String val = String.Format("%d",ct.lasthealth);
String val = String.Format("%d",clamp(ct.lasthealth,0,999));
int valw = MiniHUDFontOutline.StringWidth(val);
int col = (ct.lasthealth>500)?mhudfontcol[MCR_YELLOW]:(ct.lasthealth>200)?mhudfontcol[MCR_PURPLE]:(ct.lasthealth>100)?mhudfontcol[MCR_AQUA]:mhudfontcol[MCR_RED];
int col = (ct.lasthealth>500)?mhudfontcol[MCR_GOLD]:(ct.lasthealth>200)?mhudfontcol[MCR_PURPLE]:(ct.lasthealth>100)?mhudfontcol[MCR_AQUA]:mhudfontcol[MCR_RED];
if ( ct.Owner.bINVULNERABLE || (ct.Owner.player.cheats&(CF_GODMODE|CF_GODMODE2)) || ct.Owner.FindInventory("InvinciballPower") )
col = mhudfontcol[MCR_WHITE];
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);
if ( ct.Owner.FindInventory("DivineSpriteEffect") )
{
double falph = clamp((ct.intp.GetValue(fractic)-1000)/6000.,0.,1.);
String tst;
double ffalph = .1;
int trl = 9;
for ( double ffalph = .1; ffalph <= .5; ffalph += .1 )
{
tst = "AAA";
SWWMUtility.ObscureText(tst,(gametic-trl)/3,minihud:true);
trl--;
Screen.DrawText(MiniHUDFont,mhudfontcol[MCR_WHITE],vpos.x-(valw/2),barpos.y-(MiniHUDFontOutline.GetHeight()+2),tst,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph*falph*ffalph,DTA_LegacyRenderStyle,STYLE_Add);
}
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*(1.-falph));
}
else 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);
}
Font fnt = swwm_bigtags?mSmallFontOutlineAlt:mTinyFontOutlineAlt;
int col = Font.CR_WHITE;
@ -279,39 +292,39 @@ extend Class SWWMStatusBar
int ofsh = drawvalues?(MiniHUDFontOutline.GetHeight()+4):2;
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);
Screen.DrawTexture(EnemyBTex,false,barpos.x,barpos.y,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph);
double ht = clamp(ct.intp.GetValue(fractic),0,ct.maxhealth*100);
double hw = (ht*50.)/ct.maxhealth;
double ht = clamp(ct.intp.GetValue(fractic),0,10000);
double hw = (ht*50.)/100.;
double ohw = hw;
if ( ct.Owner.bINVULNERABLE || (ct.Owner.player.cheats&(CF_GODMODE|CF_GODMODE2)) || ct.Owner.FindInventory("InvinciballPower") )
Screen.DrawTexture(EnemyHTex[1],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw);
else
{
Screen.DrawTexture(EnemyHTex[0],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw);
if ( ht > ct.maxhealth )
if ( ht > 100 )
{
hw = (min(ht-ct.maxhealth,ct.maxhealth)*50.)/ct.maxhealth;
hw = (min(ht-100,100)*50.)/100.;
Screen.DrawTexture(EnemyHTex[3],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw);
}
if ( ht > ct.maxhealth*2 )
if ( ht > 200 )
{
hw = (min(ht-ct.maxhealth*2,ct.maxhealth*3)*50.)/ct.maxhealth;
hw = (min(ht-200,300)*50.)/100.;
Screen.DrawTexture(EnemyHTex[4],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw);
}
if ( ht > ct.maxhealth*5 )
if ( ht > 500 )
{
hw = (min(ht-ct.maxhealth*5,ct.maxhealth*5)*50.)/ct.maxhealth;
hw = (min(ht-500,500)*50.)/100.;
Screen.DrawTexture(EnemyHTex[5],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw);
}
}
if ( ct.Owner.FindInventory("DivineSpriteEffect") )
{
double falph = clamp((ht-ct.maxhealth*10)/(ct.maxhealth*60.),0.,1.);
double falph = clamp((ht-1000)/6000.,0.,1.);
Screen.DrawTexture(EnemyHTex[6],false,barpos.x+2,barpos.y+2,DTA_VirtualWidthF,ss1.x,DTA_VirtualHeightF,ss1.y,DTA_KeepRatio,true,DTA_Alpha,alph*falph,DTA_LegacyRenderStyle,STYLE_Add);
}
else
{
ht = clamp(ct.intpl.GetValue(fractic),0,ct.maxhealth);
hw = min((ht*50.)/ct.maxhealth,100.);
ht = clamp(ct.intpl.GetValue(fractic),0,100);
hw = min((ht*50.)/100.,100.);
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);
}
if ( ct.cummdamage <= 0 ) continue;