mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'healthtexthud' of https://github.com/T3DCE/CE-OSLab into T3DCE-healthtexthud
This commit is contained in:
commit
fa1a0124a9
200
Engine/source/T3D/fps/guiHealthTextHud.cpp
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200
Engine/source/T3D/fps/guiHealthTextHud.cpp
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@ -0,0 +1,200 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
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//
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||||
// The above copyright notice and this permission notice shall be included in
|
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// all copies or substantial portions of the Software.
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||||
//
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||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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// A gui control that displays health or energy information. Based upon the
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// stock healthBar control but rewritten by M.Hall to display a numerical value.
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// ----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/core/guiControl.h"
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#include "console/consoleTypes.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/shapeBase.h"
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#include "gfx/gfxDrawUtil.h"
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class GuiHealthTextHud : public GuiControl
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{
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typedef GuiControl Parent;
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bool mShowFrame;
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bool mShowFill;
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bool mShowEnergy;
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bool mShowTrueHealth;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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ColorF mWarnColor;
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F32 mWarnLevel;
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F32 mPulseThreshold;
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S32 mPulseRate;
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F32 mValue;
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public:
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GuiHealthTextHud();
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void onRender(Point2I, const RectI &);
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiHealthTextHud);
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DECLARE_CATEGORY("Gui Game");
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DECLARE_DESCRIPTION("Shows the damage or energy level of the current\n"
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"PlayerObjectType control object as a numerical text display.");
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};
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// ----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GuiHealthTextHud);
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ConsoleDocClass(GuiHealthTextHud,
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"@brief Shows the health or energy value of the current PlayerObjectType control object.\n\n"
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"This gui can be configured to display either the health or energy value of the current Player Object. "
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"It can use an alternate display color if the health or drops below a set value. "
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"It can also be set to pulse if the health or energy drops below a set value. "
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"This control only works if a server connection exists and it's control object "
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"is a PlayerObjectType. If either of these requirements is false, the control is not rendered.\n\n"
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"@tsexample\n"
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"\n new GuiHealthTextHud()"
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"{\n"
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" fillColor = \"0.0 0.0 0.0 0.5\"; // Fills with a transparent black color\n"
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" frameColor = \"1.0 1.0 1.0 1.0\"; // Solid white frame color\n"
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" textColor = \"0.0 1.0 0.0 1.0\" // Solid green text color\n"
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" warningColor = \"1.0 0.0 0.0 1.0\"; // Solid red color, used when damaged\n"
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" showFill = \"true\";\n"
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" showFrame = \"true\";\n"
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" showTrueValue = \"false\";\n"
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" showEnergy = \"false\";\n"
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" warnThreshold = \"50\";\n"
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" pulseThreshold = \"25\";\n"
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" pulseRate = \"500\";\n"
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" profile = \"GuiBigTextProfile\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@ingroup GuiGame\n"
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);
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GuiHealthTextHud::GuiHealthTextHud()
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{
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mShowFrame = mShowFill = true;
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mShowEnergy = false;
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mShowTrueHealth = false;
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|
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mFillColor.set(0, 0, 0, 0.5);
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mFrameColor.set(1, 1, 1, 1);
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mTextColor.set(0, 1, 0, 1);
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mWarnColor.set(1, 0, 0, 1);
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|
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mWarnLevel = 50.0f;
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mPulseThreshold = 25.0f;
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mPulseRate = 0;
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|
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mValue = 0.2f;
|
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}
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|
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void GuiHealthTextHud::initPersistFields()
|
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{
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addGroup("Colors");
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addField("fillColor", TypeColorF, Offset(mFillColor, GuiHealthTextHud), "Color for the background of the control.");
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addField("frameColor", TypeColorF, Offset(mFrameColor, GuiHealthTextHud), "Color for the control's frame.");
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addField("textColor", TypeColorF, Offset(mTextColor, GuiHealthTextHud), "Color for the text on this control.");
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addField("warningColor", TypeColorF, Offset(mWarnColor, GuiHealthTextHud), "Color for the text when health is low.");
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endGroup("Colors");
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addGroup("View");
|
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addField("showFill", TypeBool, Offset(mShowFill, GuiHealthTextHud), "If true, draw the background.");
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addField("showFrame", TypeBool, Offset(mShowFrame, GuiHealthTextHud), "If true, draw the frame.");
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addField("showTrueValue", TypeBool, Offset(mShowTrueHealth, GuiHealthTextHud), "If true, we don't hardcode maxHealth to 100.");
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addField("showEnergy", TypeBool, Offset(mShowEnergy, GuiHealthTextHud), "If true, display the energy value rather than the damage value.");
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endGroup("View");
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addGroup("Alert");
|
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addField("warnThreshold", TypeF32, Offset(mWarnLevel, GuiHealthTextHud), "The health level at which to use the warningColor.");
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addField("pulseThreshold", TypeF32, Offset(mPulseThreshold, GuiHealthTextHud), "Health level at which to begin pulsing.");
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addField("pulseRate", TypeS32, Offset(mPulseRate, GuiHealthTextHud), "Speed at which the control will pulse.");
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endGroup("Alert");
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Parent::initPersistFields();
|
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}
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|
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// ----------------------------------------------------------------------------
|
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|
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void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
|
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{
|
||||
// Must have a connection and player control object
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return;
|
||||
ShapeBase* control = dynamic_cast<ShapeBase*>(conn->getControlObject());
|
||||
if (!control || !(control->getTypeMask() & PlayerObjectType))
|
||||
return;
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// Just grab the damage/energy right off the control object.
|
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// Damage value 0 = no damage (full health).
|
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if(mShowEnergy)
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mValue = control->getEnergyLevel();
|
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else
|
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{
|
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if (mShowTrueHealth)
|
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mValue = control->getMaxDamage() - control->getDamageLevel();
|
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else
|
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mValue = 100 - (100 * control->getDamageValue());
|
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}
|
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|
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// If enabled draw background first
|
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if (mShowFill)
|
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
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|
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// Prepare text and center it
|
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S32 val = (S32)mValue;
|
||||
char buf[256];
|
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dSprintf(buf, sizeof(buf), "%d", val);
|
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offset.x += (getBounds().extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
|
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offset.y += (getBounds().extent.y - mProfile->mFont->getHeight()) / 2;
|
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|
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ColorF tColor = mTextColor;
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|
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// If warning level is exceeded switch to warning color
|
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if(mValue < mWarnLevel)
|
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{
|
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tColor = mWarnColor;
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// If the pulseRate is set then pulse the text if health is below the threshold
|
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if (mPulseRate != 0 && mValue < mPulseThreshold)
|
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{
|
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U32 time = Platform::getVirtualMilliseconds();
|
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F32 alpha = 2.0f * F32(time % mPulseRate) / F32(mPulseRate);
|
||||
tColor.alpha = (alpha > 1.0f)? 2.0f - alpha: alpha;
|
||||
}
|
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}
|
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|
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GFX->getDrawUtil()->setBitmapModulation(tColor);
|
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GFX->getDrawUtil()->drawText(mProfile->mFont, offset, buf);
|
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GFX->getDrawUtil()->clearBitmapModulation();
|
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|
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// If enabled draw the border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
|
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}
|
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@ -1632,6 +1632,11 @@ F32 ShapeBase::getDamageValue()
|
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return mDamage / mDataBlock->maxDamage;
|
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}
|
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|
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F32 ShapeBase::getMaxDamage()
|
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{
|
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return mDataBlock->maxDamage;
|
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}
|
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|
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void ShapeBase::updateDamageLevel()
|
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{
|
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if (mDamageThread) {
|
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@ -4534,6 +4539,13 @@ DefineEngineMethod( ShapeBase, getDamagePercent, F32, (),,
|
|||
{
|
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return object->getDamageValue();
|
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}
|
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DefineEngineMethod(ShapeBase, getMaxDamage, F32, (),,
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"Get the object's maxDamage level.\n"
|
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"@return datablock.maxDamage\n")
|
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{
|
||||
return object->getMaxDamage();
|
||||
}
|
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|
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DefineEngineMethod( ShapeBase, setDamageState, bool, ( const char* state ),,
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||||
"@brief Set the object's damage state.\n\n"
|
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|
|
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@ -1265,6 +1265,9 @@ public:
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///
|
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/// @return Damage factor, between 0.0 - 1.0
|
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F32 getDamageValue();
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/// Returns the datablock.maxDamage value
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F32 getMaxDamage();
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|
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/// Returns the rate at which the object regenerates damage
|
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F32 getRepairRate() { return mRepairRate; }
|
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|
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|
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@ -240,57 +240,31 @@
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canSaveDynamicFields = "0";
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};
|
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};
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new GuiBitmapBorderCtrl(HealthHUD) {
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isContainer = "0";
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Profile = "ChatHudBorderProfile";
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HorizSizing = "right";
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VertSizing = "top";
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position = "6 693";
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Extent = "72 72";
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MinExtent = "8 8";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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new GuiHealthTextHud() {
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fillColor = "0 0 0 0.65";
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frameColor = "0 0 0 1";
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textColor = "1 1 1 1";
|
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warningColor = "1 0 0 1";
|
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showFill = "1";
|
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showFrame = "1";
|
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showTrueValue = "0";
|
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showEnergy = "0";
|
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warnThreshold = "25";
|
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pulseThreshold = "15";
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pulseRate = "750";
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position = "5 693";
|
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extent = "72 72";
|
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minExtent = "8 2";
|
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horizSizing = "right";
|
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vertSizing = "top";
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profile = "GuiBigTextProfile";
|
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visible = "1";
|
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active = "1";
|
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tooltipProfile = "GuiToolTipProfile";
|
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hovertime = "1000";
|
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isContainer = "0";
|
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canSave = "1";
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canSaveDynamicFields = "0";
|
||||
|
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new GuiBitmapCtrl() {
|
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bitmap = "core/art/gui/images/hudfill.png";
|
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wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
position = "8 8";
|
||||
Extent = "56 56";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiTextCtrl(numericalHealthHUD) {
|
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maxLength = "255";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "0";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "0";
|
||||
AnchorRight = "0";
|
||||
isContainer = "0";
|
||||
Profile = "NumericHealthProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
position = "0 22";
|
||||
Extent = "72 32";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
new GuiBitmapCtrl(OOBSign) {
|
||||
bitmap = "art/gui/playHud/missionAreaWarning.png";
|
||||
|
|
|
|||
|
|
@ -45,26 +45,6 @@ function clientCmdSyncClock(%time)
|
|||
// or when a client joins a game in progress.
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Numerical Health Counter
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function clientCmdSetNumericalHealthHUD(%curHealth)
|
||||
{
|
||||
// Skip if the hud is missing.
|
||||
if (!isObject(numericalHealthHUD))
|
||||
return;
|
||||
|
||||
// The server has sent us our current health, display it on the HUD
|
||||
numericalHealthHUD.setValue(%curHealth);
|
||||
|
||||
// Ensure the HUD is set to visible while we have health / are alive
|
||||
if (%curHealth)
|
||||
HealthHUD.setVisible(true);
|
||||
else
|
||||
HealthHUD.setVisible(false);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Damage Direction Indicator
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -676,9 +676,6 @@ function GameCore::onDeath(%game, %client, %sourceObject, %sourceClient, %damage
|
|||
// Clear out the name on the corpse
|
||||
%client.player.setShapeName("");
|
||||
|
||||
// Update the numerical Health HUD
|
||||
%client.player.updateHealth();
|
||||
|
||||
// Switch the client over to the death cam and unhook the player object.
|
||||
if (isObject(%client.camera) && isObject(%client.player))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -36,9 +36,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
|
|||
{
|
||||
%col.applyRepair(%this.repairAmount);
|
||||
|
||||
// Update the Health GUI while repairing
|
||||
%this.doHealthUpdate(%col);
|
||||
|
||||
%obj.respawn();
|
||||
if (%col.client)
|
||||
messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied');
|
||||
|
|
@ -46,28 +43,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
|
|||
}
|
||||
}
|
||||
|
||||
function HealthPatch::doHealthUpdate(%this, %obj)
|
||||
{
|
||||
// Would be better to add a onRepair() callback to shapeBase.cpp in order to
|
||||
// prevent any excess/unneccesary schedules from this. But for the time
|
||||
// being....
|
||||
|
||||
// This is just a rough timer to update the Health HUD every 250 ms. From
|
||||
// my tests a large health pack will fully heal a player from 10 health in
|
||||
// 36 iterations (ie. 9 seconds). If either the scheduling time, the repair
|
||||
// amount, or the repair rate is changed then the healthTimer counter should
|
||||
// be changed also.
|
||||
|
||||
if (%obj.healthTimer < 40) // 40 = 10 seconds at 1 iteration per 250 ms.
|
||||
{
|
||||
%obj.UpdateHealth();
|
||||
%this.schedule(250, doHealthUpdate, %obj);
|
||||
%obj.healthTimer++;
|
||||
}
|
||||
else
|
||||
%obj.healthTimer = 0;
|
||||
}
|
||||
|
||||
function ShapeBase::tossPatch(%this)
|
||||
{
|
||||
//error("ShapeBase::tossPatch(" SPC %this.client.nameBase SPC ")");
|
||||
|
|
|
|||
|
|
@ -53,12 +53,6 @@ function Armor::onAdd(%this, %obj)
|
|||
// Default dynamic armor stats
|
||||
%obj.setRechargeRate(%this.rechargeRate);
|
||||
%obj.setRepairRate(0);
|
||||
|
||||
// Set the numerical Health HUD
|
||||
//%obj.updateHealth();
|
||||
|
||||
// Calling updateHealth() must be delayed now... for some reason
|
||||
%obj.schedule(50, "updateHealth");
|
||||
}
|
||||
|
||||
function Armor::onRemove(%this, %obj)
|
||||
|
|
@ -227,9 +221,6 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
|
|||
|
||||
%location = "Body";
|
||||
|
||||
// Update the numerical Health HUD
|
||||
%obj.updateHealth();
|
||||
|
||||
// Deal with client callbacks here because we don't have this
|
||||
// information in the onDamage or onDisable methods
|
||||
%client = %obj.client;
|
||||
|
|
@ -435,23 +426,6 @@ function Player::playPain(%this)
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Numerical Health Counter
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
function Player::updateHealth(%player)
|
||||
{
|
||||
//echo("\c4Player::updateHealth() -> Player Health changed, updating HUD!");
|
||||
|
||||
// Calcualte player health
|
||||
%maxDamage = %player.getDatablock().maxDamage;
|
||||
%damageLevel = %player.getDamageLevel();
|
||||
%curHealth = %maxDamage - %damageLevel;
|
||||
%curHealth = mceil(%curHealth);
|
||||
|
||||
// Send the player object's current health level to the client, where it
|
||||
// will Update the numericalHealth HUD.
|
||||
commandToClient(%player.client, 'setNumericalHealthHUD', %curHealth);
|
||||
}
|
||||
|
||||
function Player::setDamageDirection(%player, %sourceObject, %damagePos)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -240,57 +240,31 @@
|
|||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
new GuiBitmapBorderCtrl(HealthHUD) {
|
||||
isContainer = "0";
|
||||
Profile = "ChatHudBorderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "top";
|
||||
position = "6 693";
|
||||
Extent = "72 72";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
new GuiHealthTextHud() {
|
||||
fillColor = "0 0 0 0.65";
|
||||
frameColor = "0 0 0 1";
|
||||
textColor = "1 1 1 1";
|
||||
warningColor = "1 0 0 1";
|
||||
showFill = "1";
|
||||
showFrame = "1";
|
||||
showTrueValue = "0";
|
||||
showEnergy = "0";
|
||||
warnThreshold = "25";
|
||||
pulseThreshold = "15";
|
||||
pulseRate = "750";
|
||||
position = "5 693";
|
||||
extent = "72 72";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "top";
|
||||
profile = "GuiBigTextProfile";
|
||||
visible = "1";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "core/art/gui/images/hudfill.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
position = "8 8";
|
||||
Extent = "56 56";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiTextCtrl(numericalHealthHUD) {
|
||||
maxLength = "255";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "0";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "0";
|
||||
AnchorRight = "0";
|
||||
isContainer = "0";
|
||||
Profile = "NumericHealthProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
position = "0 22";
|
||||
Extent = "72 32";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
new GuiBitmapCtrl(OOBSign) {
|
||||
bitmap = "art/gui/playHud/missionAreaWarning.png";
|
||||
|
|
|
|||
|
|
@ -45,26 +45,6 @@ function clientCmdSyncClock(%time)
|
|||
// or when a client joins a game in progress.
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Numerical Health Counter
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function clientCmdSetNumericalHealthHUD(%curHealth)
|
||||
{
|
||||
// Skip if the hud is missing.
|
||||
if (!isObject(numericalHealthHUD))
|
||||
return;
|
||||
|
||||
// The server has sent us our current health, display it on the HUD
|
||||
numericalHealthHUD.setValue(%curHealth);
|
||||
|
||||
// Ensure the HUD is set to visible while we have health / are alive
|
||||
if (%curHealth)
|
||||
HealthHUD.setVisible(true);
|
||||
else
|
||||
HealthHUD.setVisible(false);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Damage Direction Indicator
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -676,9 +676,6 @@ function GameCore::onDeath(%game, %client, %sourceObject, %sourceClient, %damage
|
|||
// Clear out the name on the corpse
|
||||
%client.player.setShapeName("");
|
||||
|
||||
// Update the numerical Health HUD
|
||||
%client.player.updateHealth();
|
||||
|
||||
// Switch the client over to the death cam and unhook the player object.
|
||||
if (isObject(%client.camera) && isObject(%client.player))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -36,9 +36,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
|
|||
{
|
||||
%col.applyRepair(%this.repairAmount);
|
||||
|
||||
// Update the Health GUI while repairing
|
||||
%this.doHealthUpdate(%col);
|
||||
|
||||
%obj.respawn();
|
||||
if (%col.client)
|
||||
messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied');
|
||||
|
|
@ -46,28 +43,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
|
|||
}
|
||||
}
|
||||
|
||||
function HealthPatch::doHealthUpdate(%this, %obj)
|
||||
{
|
||||
// Would be better to add a onRepair() callback to shapeBase.cpp in order to
|
||||
// prevent any excess/unneccesary schedules from this. But for the time
|
||||
// being....
|
||||
|
||||
// This is just a rough timer to update the Health HUD every 250 ms. From
|
||||
// my tests a large health pack will fully heal a player from 10 health in
|
||||
// 36 iterations (ie. 9 seconds). If either the scheduling time, the repair
|
||||
// amount, or the repair rate is changed then the healthTimer counter should
|
||||
// be changed also.
|
||||
|
||||
if (%obj.healthTimer < 40) // 40 = 10 seconds at 1 iteration per 250 ms.
|
||||
{
|
||||
%obj.UpdateHealth();
|
||||
%this.schedule(250, doHealthUpdate, %obj);
|
||||
%obj.healthTimer++;
|
||||
}
|
||||
else
|
||||
%obj.healthTimer = 0;
|
||||
}
|
||||
|
||||
function ShapeBase::tossPatch(%this)
|
||||
{
|
||||
//error("ShapeBase::tossPatch(" SPC %this.client.nameBase SPC ")");
|
||||
|
|
|
|||
|
|
@ -53,12 +53,6 @@ function Armor::onAdd(%this, %obj)
|
|||
// Default dynamic armor stats
|
||||
%obj.setRechargeRate(%this.rechargeRate);
|
||||
%obj.setRepairRate(0);
|
||||
|
||||
// Set the numerical Health HUD
|
||||
//%obj.updateHealth();
|
||||
|
||||
// Calling updateHealth() must be delayed now... for some reason
|
||||
%obj.schedule(50, "updateHealth");
|
||||
}
|
||||
|
||||
function Armor::onRemove(%this, %obj)
|
||||
|
|
@ -227,9 +221,6 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
|
|||
|
||||
%location = "Body";
|
||||
|
||||
// Update the numerical Health HUD
|
||||
%obj.updateHealth();
|
||||
|
||||
// Deal with client callbacks here because we don't have this
|
||||
// information in the onDamage or onDisable methods
|
||||
%client = %obj.client;
|
||||
|
|
@ -435,23 +426,6 @@ function Player::playPain(%this)
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Numerical Health Counter
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
function Player::updateHealth(%player)
|
||||
{
|
||||
//echo("\c4Player::updateHealth() -> Player Health changed, updating HUD!");
|
||||
|
||||
// Calcualte player health
|
||||
%maxDamage = %player.getDatablock().maxDamage;
|
||||
%damageLevel = %player.getDamageLevel();
|
||||
%curHealth = %maxDamage - %damageLevel;
|
||||
%curHealth = mceil(%curHealth);
|
||||
|
||||
// Send the player object's current health level to the client, where it
|
||||
// will Update the numericalHealth HUD.
|
||||
commandToClient(%player.client, 'setNumericalHealthHUD', %curHealth);
|
||||
}
|
||||
|
||||
function Player::setDamageDirection(%player, %sourceObject, %damagePos)
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in a new issue