Fixed HUD and added near death effects

master
AlmTech 5 years ago
parent b0ab00b46e
commit 395ee40207
  1. 7
      gamemode/core/client/cl_fonts.lua
  2. 30
      gamemode/core/client/cl_hud.lua

@ -4,3 +4,10 @@
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
surface.CreateFont( "q_HUD", {
font = "Arial",
size = 15 * Quantum.Client.ResolutionScale,
antialias = true,
outline = true
})

@ -27,10 +27,6 @@ function GM:HUDPaint()
if( Quantum.Client.Config.EnableHUD ) then
if !LocalPlayer():Alive() then return end
print( lasthp, LocalPlayer():Health() )
if( LocalPlayer():Health() ~= lasthp ) then
lasthp = Lerp( 0.5, lasthp, hp )
end
-- Health border
surface.SetDrawColor( 0, 0, 0, 200 )
@ -38,7 +34,31 @@ function GM:HUDPaint()
-- Health
surface.SetDrawColor( 168, 62, 50, 255 )
surface.DrawRect( (sw/2 - barW/2) + padding/2, (sh*0.9) + padding/2, barW - padding, barH - padding )
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
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 )
end
end
hook.Add( "RenderScreenspaceEffects", "Quantum_HUD_RenderLowHealth", function()
DrawColorModify( {
[ "$pp_colour_addr" ] = 0,
[ "$pp_colour_addg" ] = 0,
[ "$pp_colour_addb" ] = 0,
[ "$pp_colour_brightness" ] = Lerp( LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), -0.75, 0 ),
[ "$pp_colour_contrast" ] = Lerp( LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0.6, 1 ),
[ "$pp_colour_colour" ] = Lerp( LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0.2, 1 ),
[ "$pp_colour_mulr" ] = 0,
[ "$pp_colour_mulg" ] = 0,
[ "$pp_colour_mulb" ] = 0
} )
if( LocalPlayer():Health() / LocalPlayer():GetMaxHealth() <= 0.15 ) then DrawMotionBlur( 0.4, 0.8, 0.1 ) end
end)

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