Added damage scaling and better death effects

master
AlmTech 5 years ago
parent cc20c5cf6f
commit 26e72173c6
  1. 3
      gamemode/core/client/cl_config_vars.lua
  2. 13
      gamemode/core/client/cl_hud.lua
  3. 27
      gamemode/core/server/sv_player_damage.lua
  4. 1
      gamemode/init.lua
  5. 18
      gamemode/settings/sv_settings.lua

@ -6,4 +6,5 @@
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
Quantum.Client.Config = {}
Quantum.Client.Config.EnableHUD = true
Quantum.Client.Config.EnableHUD = true
Quantum.Client.ShowCrosshair = true

@ -17,6 +17,7 @@ end)
local scale = Quantum.Client.ResolutionScale
local barW, barH = 250 * scale, 10 * scale
local radius = 1 * scale
local padding = 2 * scale
local sw, sh = ScrW(), ScrH()
@ -34,24 +35,30 @@ function GM:HUDPaint()
surface.SetDrawColor( 0, 0, 0, 200 )
surface.DrawRect( sw/2 - barW/2, sh*0.9, barW, barH )
-- Health
-- Health bar
surface.SetDrawColor( 168, 62, 50, 255 )
surface.DrawRect( ( sw/2 - barW/2 ) + padding/2, (sh*0.9) + padding/2, math.Clamp( (barW - padding) * hp/maxhp, 0, barW - padding ), barH - padding )
-- Text
-- Health Text
surface.SetFont( "q_HUD" )
surface.SetTextColor( 255, 255, 255, 255 )
local hptxt = tostring( 100 * (hp/maxhp) .. "%" )
local txtW, txtH = surface.GetTextSize( hptxt )
surface.SetTextPos( ( ( sw/2 - txtW/2 ) + padding/2 ), ( ( sh*0.9 - txtH/2 ) ) )
surface.DrawText( hptxt )
-- Crosshair
if( Quantum.Client.ShowCrosshair ) then
surface.SetDrawColor( 255, 255, 255, 200 )
surface.DrawRect( sw/2 - radius, sh/2 - radius, radius*2, radius*2 )
end
end
end
end
hook.Add( "RenderScreenspaceEffects", "Quantum_HUD_RenderLowHealth", function()
if( LocalPlayer():Health() / LocalPlayer():GetMaxHealth() <= 0.15 ) then
if( LocalPlayer():Health() / LocalPlayer():GetMaxHealth() <= 0.20 ) then
DrawMotionBlur( 0.4, 0.8, 0.1 )
DrawColorModify( {
[ "$pp_colour_addr" ] = 0,

@ -0,0 +1,27 @@
-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
local damagescales = {
[HITGROUP_HEAD] = Quantum.Server.Settings.DamageScale[HITGROUP_HEAD],
[HITGROUP_CHEST] = Quantum.Server.Settings.DamageScale[HITGROUP_CHEST],
[HITGROUP_STOMACH] = Quantum.Server.Settings.DamageScale[HITGROUP_STOMACH],
[HITGROUP_LEFTARM] = Quantum.Server.Settings.DamageScale[HITGROUP_LEFTARM],
[HITGROUP_RIGHTARM] = Quantum.Server.Settings.DamageScale[HITGROUP_RIGHTARM],
[HITGROUP_LEFTLEG] = Quantum.Server.Settings.DamageScale[HITGROUP_LEFTLEG],
[HITGROUP_RIGHTLEG] = Quantum.Server.Settings.DamageScale[HITGROUP_RIGHTLEG]
}
function GM:ScalePlayerDamage( pl, hitgroup, dmginfo ) -- This is used for getting shot etc
if( damagescales[hitgroup] ~= nil ) then dmginfo:ScaleDamage( damagescales[hitgroup] ) end
Quantum.Debug( tostring(pl) .. " got damaged (" .. tostring(hitgroup) .. " : " .. tostring(dmginfo) )
end
function GM:GetFallDamage( pl, vel )
return vel / 8 -- Makes the player take more "realistic" fall damage
end
function GM:PlayerDeathSound() return true end

@ -12,6 +12,7 @@ if SERVER then
include( "shared.lua" )
Quantum.Server = {}
include( "settings/sv_settings.lua" ) -- include the settings
-- Add all core files

@ -0,0 +1,18 @@
-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
Quantum.Server.Settings = {}
Quantum.Server.Settings.DamageScale = { -- The scale of the damage for each hitgroup
[HITGROUP_HEAD] = 4,
[HITGROUP_CHEST] = 2,
[HITGROUP_STOMACH] = 1.5,
[HITGROUP_LEFTARM] = 0.8,
[HITGROUP_RIGHTARM] = 0.8,
[HITGROUP_LEFTLEG] = 1,
[HITGROUP_RIGHTLEG] = 1
}
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