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