health and armor
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2d6e6aa743
commit
e8cdfe11f4
@ -449,9 +449,12 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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local RankInfo CurrentRank;
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local bool HasRank;
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local int PlayerInfoIndex, PlayerRankIndex;
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local int Shape;
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local float BorderSize;
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local int Shape, ShapeHealth, ShapeArmor;
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local int Health, MaxHealth;
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local int Armor, MaxArmor;
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local string TextHealth, TextArmor, TextState;
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local ColorRGBA HealthBoxColor, ArmorBoxColor, HealthTextColor, ArmorTextColor;
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@ -505,11 +508,20 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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TextYOffset = YOffset + (Height * 0.5f) - (YL * 0.5f);
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if (KFPRIArray.Length > 1 && Index == 0)
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Shape = Settings.Style.ShapeStateHealthBoxTopPlayer;
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{
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ShapeHealth = Settings.Style.ShapeStateHealthBoxTopPlayer;
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ShapeArmor = Settings.Style.ShapeStateArmorBoxTopPlayer;
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}
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else if (KFPRIArray.Length > 1 && Index == KFPRIArray.Length - 1)
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Shape = Settings.Style.ShapeStateHealthBoxBottomPlayer;
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{
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ShapeHealth = Settings.Style.ShapeStateHealthBoxBottomPlayer;
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ShapeArmor = Settings.Style.ShapeStateArmorBoxBottomPlayer;
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}
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else
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Shape = Settings.Style.ShapeStateHealthBoxMidPlayer;
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{
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ShapeHealth = Settings.Style.ShapeStateHealthBoxMidPlayer;
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ShapeArmor = Settings.Style.ShapeStateArmorBoxMidPlayer;
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}
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if (!KFPRI.bReadyToPlay && KFGRI.bMatchHasBegun)
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{
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@ -517,7 +529,7 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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ArmorBoxColor = Settings.Style.StateBoxColorLobby;
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HealthTextColor = Settings.Style.StateTextColorLobby;
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ArmorTextColor = Settings.Style.StateTextColorLobby;
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S = class'KFGFxMenu_ServerBrowser'.default.InLobbyString;;
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TextState = class'KFGFxMenu_ServerBrowser'.default.InLobbyString;;
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}
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else if (!KFGRI.bMatchHasBegun)
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{
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@ -527,7 +539,7 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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ArmorBoxColor = Settings.Style.StateBoxColorReady;
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HealthTextColor = Settings.Style.StateBoxColorReady;
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ArmorTextColor = Settings.Style.StateBoxColorReady;
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S = Ready;
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TextState = Ready;
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}
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else
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{
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@ -535,7 +547,7 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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ArmorBoxColor = Settings.Style.StateBoxColorNotReady;
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HealthTextColor = Settings.Style.StateBoxColorNotReady;
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ArmorTextColor = Settings.Style.StateBoxColorNotReady;
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S = NotReady;
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TextState = NotReady;
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}
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}
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else if (bIsZED && KFTeamInfo_Zeds(GetPlayer().PlayerReplicationInfo.Team) == None)
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@ -544,7 +556,7 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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ArmorBoxColor = Settings.Style.StateTextColorNone;
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HealthTextColor = Settings.Style.StateTextColorNone;
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ArmorTextColor = Settings.Style.StateTextColorNone;
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S = Unknown;
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TextState = Unknown;
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}
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else if (KFPRI.PlayerHealth <= 0 || KFPRI.PlayerHealthPercent <= 0)
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{
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@ -554,7 +566,7 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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ArmorBoxColor = Settings.Style.StateTextColorSpectator;
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HealthTextColor = Settings.Style.StateTextColorSpectator;
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ArmorTextColor = Settings.Style.StateTextColorSpectator;
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S = class'KFCommon_LocalizedStrings'.default.SpectatorString;
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TextState = class'KFCommon_LocalizedStrings'.default.SpectatorString;
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}
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else
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{
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@ -562,57 +574,103 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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ArmorBoxColor = Settings.Style.StateTextColorDead;
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HealthTextColor = Settings.Style.StateTextColorDead;
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ArmorTextColor = Settings.Style.StateTextColorDead;
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S = Dead;
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TextState = Dead;
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}
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// Health
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Owner.CurrentStyle.DrawRectBox(XPos,
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YOffset,
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HealthWBox,
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Height,
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Settings.Style.EdgeSize,
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Shape);
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}
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else
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{
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if (ByteToFloat(KFPRI.PlayerHealthPercent) >= float(Settings.Health.High) / 100.0)
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SetDrawColor(C, Settings.Style.StateTextColorHealthHigh);
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{
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HealthBoxColor = Settings.Style.StateBoxColorHealthHigh;
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HealthTextColor = Settings.Style.StateTextColorHealthHigh;
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}
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else if (ByteToFloat(KFPRI.PlayerHealthPercent) >= float(Settings.Health.Low) / 100.0)
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SetDrawColor(C, Settings.Style.StateTextColorHealthMid);
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{
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HealthBoxColor = Settings.Style.StateBoxColorHealthMid;
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HealthTextColor = Settings.Style.StateTextColorHealthMid;
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}
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else
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SetDrawColor(C, Settings.Style.StateTextColorHealthLow);
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S = String(KFPRI.PlayerHealth);
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{
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HealthBoxColor = Settings.Style.StateBoxColorHealthLow;
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HealthTextColor = Settings.Style.StateTextColorHealthLow;
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}
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TextHealth = String(KFPRI.PlayerHealth);
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KFPC = KFPlayerController(KFPRI.Owner);
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if (KFPC != None)
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{
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KFPH = KFPawn_Human(KFPC.Pawn);
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if (KFPH != None)
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{
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TextArmor = String(KFPH.Armor);
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if (ByteToFloat(KFPH.Armor / KFPH.MaxArmor) >= float(Settings.Armor.High) / 100.0)
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{
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ArmorBoxColor = Settings.Style.StateBoxColorArmorHigh;
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ArmorTextColor = Settings.Style.StateTextColorArmorHigh;
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}
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else if (ByteToFloat(KFPH.Armor / KFPH.MaxArmor) >= float(Settings.Armor.Low) / 100.0)
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{
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ArmorBoxColor = Settings.Style.StateBoxColorArmorMid;
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ArmorTextColor = Settings.Style.StateTextColorArmorMid;
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}
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else if (KFPH.Armor > 0)
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{
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ArmorBoxColor = Settings.Style.StateBoxColorArmorLow;
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ArmorTextColor = Settings.Style.StateTextColorArmorLow;
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}
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else
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{
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ArmorBoxColor = Settings.Style.StateBoxColorArmorNone;
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ArmorTextColor = Settings.Style.StateTextColorArmorNone;
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}
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}
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}
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}
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if (CurrentRank.ApplyColorToFields.Health)
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SetDrawColor(C, CurrentRank.TextColor);
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DrawTextShadowHVCenter(S, HealthXPos, TextYOffset, HealthWBox, FontScalar);
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XPos += HealthWBox;
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// Armor
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C.SetDrawColor(0, 0, 200, 200);
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// Health box
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SetDrawColor(C, HealthBoxColor);
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Owner.CurrentStyle.DrawRectBox(XPos,
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YOffset,
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HealthWBox,
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Height,
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Settings.Style.EdgeSize,
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ShapeHealth);
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// Armor box
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SetDrawColor(C, ArmorBoxColor);
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Owner.CurrentStyle.DrawRectBox(XPos + ArmorWBox,
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YOffset,
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ArmorWBox,
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Height,
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Settings.Style.EdgeSize,
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Shape);
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KFPC = KFPlayerController(KFPRI.Owner);
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if (KFPC != None)
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ShapeArmor);
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if (TextState != "")
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{
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KFPH = KFPawn_Human(KFPC.Pawn);
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if (KFPH != None)
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{
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Armor = int(KFPH.Armor);
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MaxArmor = int(KFPH.MaxArmor);
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}
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SetDrawColor(C, HealthTextColor);
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if (CurrentRank.ApplyColorToFields.Health)
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SetDrawColor(C, CurrentRank.TextColor);
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DrawTextShadowHVCenter(TextState, HealthXPos, TextYOffset, HealthWBox + ArmorWBox, FontScalar);
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XPos += (HealthWBox + ArmorWBox);
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}
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else
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{
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if (CurrentRank.ApplyColorToFields.Health)
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SetDrawColor(C, CurrentRank.TextColor);
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else
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SetDrawColor(C, HealthTextColor);
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DrawTextShadowHVCenter(TextHealth, HealthXPos, TextYOffset, HealthWBox, FontScalar);
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XPos += HealthWBox;
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if (CurrentRank.ApplyColorToFields.Armor)
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SetDrawColor(C, CurrentRank.TextColor);
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else
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SetDrawColor(C, ArmorTextColor);
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DrawTextShadowHVCenter(TextArmor, ArmorXPos, TextYOffset, HealthWBox, FontScalar);
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XPos += ArmorWBox;
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}
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C.SetDrawColor(250, 250, 250, 250);
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S = String(Armor);
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DrawTextShadowHVCenter(S, ArmorXPos, TextYOffset, HealthWBox, FontScalar);
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XPos += ArmorWBox;
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// PlayerBox
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if (PlayerIndex == Index)
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@ -761,11 +819,15 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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// Kill
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if (CurrentRank.ApplyColorToFields.Kills)
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SetDrawColor(C, CurrentRank.TextColor);
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else
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SetDrawColor(C, Settings.Style.KillsTextColorMid); // TODO
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DrawTextShadowHVCenter(string (KFPRI.Kills), KillsXPos, TextYOffset, KillsWBox, FontScalar);
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// Assist
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if (CurrentRank.ApplyColorToFields.Assists)
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SetDrawColor(C, CurrentRank.TextColor);
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else
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SetDrawColor(C, Settings.Style.AssistsTextColorMid); // TODO
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DrawTextShadowHVCenter(string (KFPRI.Assists), AssistXPos, TextYOffset, AssistWBox, FontScalar);
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// Dosh
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@ -778,6 +840,8 @@ function DrawPlayerEntry(Canvas C, int Index, float YOffset, float Height, float
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{
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if (CurrentRank.ApplyColorToFields.Dosh)
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SetDrawColor(C, CurrentRank.TextColor);
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else
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SetDrawColor(C, Settings.Style.DoshTextColorMid); // TODO
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StrValue = String(int(KFPRI.Score)); //StrValue = GetNiceSize(int(KFPRI.Score));
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}
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DrawTextShadowHVCenter(StrValue, DoshXPos, TextYOffset, DoshWBox, FontScalar);
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@ -58,6 +58,7 @@ var config ColorRGBA StateBoxColorHealthHigh;
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var config ColorRGBA StateBoxColorArmorLow;
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var config ColorRGBA StateBoxColorArmorMid;
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var config ColorRGBA StateBoxColorArmorHigh;
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var config ColorRGBA StateBoxColorArmorNone;
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// Player box
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var config ColorRGBA PlayerOwnerBoxColor;
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@ -80,6 +81,7 @@ var config ColorRGBA StateTextColorHealthHigh;
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var config ColorRGBA StateTextColorArmorLow;
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var config ColorRGBA StateTextColorArmorMid;
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var config ColorRGBA StateTextColorArmorHigh;
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var config ColorRGBA StateTextColorArmorNone;
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// Rank text
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var config ColorRGBA RankTextColor;
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@ -187,6 +189,7 @@ public static function InitConfig(int ConfigVersion)
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default.StateBoxColorArmorHigh = DefaultStyle.StateBoxColorArmorHigh;
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default.StateBoxColorArmorLow = DefaultStyle.StateBoxColorArmorLow;
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default.StateBoxColorArmorMid = DefaultStyle.StateBoxColorArmorMid;
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default.StateBoxColorArmorNone = DefaultStyle.StateBoxColorArmorNone;
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default.StateBoxColorDead = DefaultStyle.StateBoxColorDead;
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default.StateBoxColorNone = DefaultStyle.StateBoxColorNone;
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default.StateBoxColorHealthHigh = DefaultStyle.StateBoxColorHealthHigh;
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@ -199,6 +202,7 @@ public static function InitConfig(int ConfigVersion)
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default.StateTextColorArmorHigh = DefaultStyle.StateTextColorArmorHigh;
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default.StateTextColorArmorLow = DefaultStyle.StateTextColorArmorLow;
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default.StateTextColorArmorMid = DefaultStyle.StateTextColorArmorMid;
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default.StateTextColorArmorNone = DefaultStyle.StateTextColorArmorNone;
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default.StateTextColorNone = DefaultStyle.StateTextColorNone;
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default.StateTextColorHealthHigh = DefaultStyle.StateTextColorHealthHigh;
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default.StateTextColorHealthLow = DefaultStyle.StateTextColorHealthLow;
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@ -287,6 +291,7 @@ public static function YASStyle Settings()
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Settings.StateBoxColorArmorLow = default.StateBoxColorArmorLow;
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Settings.StateBoxColorArmorMid = default.StateBoxColorArmorMid;
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Settings.StateBoxColorArmorHigh = default.StateBoxColorArmorHigh;
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Settings.StateBoxColorArmorNone = default.StateBoxColorArmorNone;
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// Player box
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Settings.PlayerOwnerBoxColor = default.PlayerOwnerBoxColor;
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@ -309,6 +314,7 @@ public static function YASStyle Settings()
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Settings.StateTextColorArmorLow = default.StateTextColorArmorLow;
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Settings.StateTextColorArmorMid = default.StateTextColorArmorMid;
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Settings.StateTextColorArmorHigh = default.StateTextColorArmorHigh;
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Settings.StateTextColorArmorNone = default.StateTextColorArmorNone;
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// Rank text
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Settings.RankTextColor = default.RankTextColor;
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@ -428,6 +434,7 @@ public static function WriteSettings(YASStyle Settings)
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default.StateBoxColorArmorLow = Settings.StateBoxColorArmorLow;
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default.StateBoxColorArmorMid = Settings.StateBoxColorArmorMid;
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default.StateBoxColorArmorHigh = Settings.StateBoxColorArmorHigh;
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default.StateBoxColorArmorNone = Settings.StateBoxColorArmorNone;
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// Player box
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default.PlayerOwnerBoxColor = Settings.PlayerOwnerBoxColor;
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@ -450,6 +457,7 @@ public static function WriteSettings(YASStyle Settings)
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default.StateTextColorArmorLow = Settings.StateTextColorArmorLow;
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default.StateTextColorArmorMid = Settings.StateTextColorArmorMid;
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default.StateTextColorArmorHigh = Settings.StateTextColorArmorHigh;
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default.StateTextColorArmorNone = Settings.StateTextColorArmorNone;
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// Rank text
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default.RankTextColor = Settings.RankTextColor;
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@ -212,6 +212,7 @@ struct YASStyle
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var ColorRGBA StateBoxColorArmorLow;
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var ColorRGBA StateBoxColorArmorMid;
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var ColorRGBA StateBoxColorArmorHigh;
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var ColorRGBA StateBoxColorArmorNone;
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// Player box
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var ColorRGBA PlayerOwnerBoxColor;
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@ -234,6 +235,7 @@ struct YASStyle
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var ColorRGBA StateTextColorArmorLow;
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var ColorRGBA StateTextColorArmorMid;
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var ColorRGBA StateTextColorArmorHigh;
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var ColorRGBA StateTextColorArmorNone;
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// Rank text
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var ColorRGBA RankTextColor;
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@ -342,13 +344,14 @@ struct YASStyle
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StateBoxColorNotReady = (R=150, G=150, B=150, A=150)
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StateBoxColorSpectator = (R=150, G=150, B=150, A=150)
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StateBoxColorDead = (R=200, G=0, B=0, A=150)
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StateBoxColorNone = (R=150, G=150, B=150, A=150)
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StateBoxColorNone = (R=150, G=150, B=150, A=150)
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StateBoxColorHealthLow = (R=200, G=50, B=50, A=150)
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StateBoxColorHealthMid = (R=200, G=200, B=0, A=150)
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StateBoxColorHealthHigh = (R=0, G=200, B=0, A=150)
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StateBoxColorArmorLow = (R=0, G=0, B=150, A=150)
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StateBoxColorArmorMid = (R=0, G=0, B=150, A=150)
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StateBoxColorArmorHigh = (R=0, G=0, B=150, A=150)
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StateBoxColorArmorNone = (R=30, G=30, B=30, A=150)
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// Player box
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PlayerOwnerBoxColor = (R=100, G=10, B=10, A=150)
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@ -371,6 +374,7 @@ struct YASStyle
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StateTextColorArmorLow = (R=250, G=250, B=250, A=255)
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StateTextColorArmorMid = (R=250, G=250, B=250, A=255)
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StateTextColorArmorHigh = (R=250, G=250, B=250, A=255)
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StateTextColorArmorNone = (R=0, G=0, B=0 , A=0 )
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// Rank text
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RankTextColor = (R=250, G=250, B=250, A=255)
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