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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
13 changed files with 261 additions and 246 deletions
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@ -45,26 +45,6 @@ function clientCmdSyncClock(%time)
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// or when a client joins a game in progress.
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}
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//-----------------------------------------------------------------------------
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// Numerical Health Counter
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//-----------------------------------------------------------------------------
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function clientCmdSetNumericalHealthHUD(%curHealth)
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{
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// Skip if the hud is missing.
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if (!isObject(numericalHealthHUD))
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return;
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// The server has sent us our current health, display it on the HUD
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numericalHealthHUD.setValue(%curHealth);
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// Ensure the HUD is set to visible while we have health / are alive
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if (%curHealth)
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HealthHUD.setVisible(true);
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else
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HealthHUD.setVisible(false);
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}
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//-----------------------------------------------------------------------------
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// Damage Direction Indicator
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//-----------------------------------------------------------------------------
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@ -676,9 +676,6 @@ function GameCore::onDeath(%game, %client, %sourceObject, %sourceClient, %damage
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// Clear out the name on the corpse
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%client.player.setShapeName("");
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// Update the numerical Health HUD
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%client.player.updateHealth();
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// Switch the client over to the death cam and unhook the player object.
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if (isObject(%client.camera) && isObject(%client.player))
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{
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@ -36,9 +36,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
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{
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%col.applyRepair(%this.repairAmount);
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// Update the Health GUI while repairing
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%this.doHealthUpdate(%col);
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%obj.respawn();
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if (%col.client)
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messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied');
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@ -46,28 +43,6 @@ function HealthPatch::onCollision(%this, %obj, %col)
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}
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}
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function HealthPatch::doHealthUpdate(%this, %obj)
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{
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// Would be better to add a onRepair() callback to shapeBase.cpp in order to
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// prevent any excess/unneccesary schedules from this. But for the time
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// being....
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// This is just a rough timer to update the Health HUD every 250 ms. From
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// my tests a large health pack will fully heal a player from 10 health in
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// 36 iterations (ie. 9 seconds). If either the scheduling time, the repair
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// amount, or the repair rate is changed then the healthTimer counter should
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// be changed also.
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if (%obj.healthTimer < 40) // 40 = 10 seconds at 1 iteration per 250 ms.
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{
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%obj.UpdateHealth();
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%this.schedule(250, doHealthUpdate, %obj);
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%obj.healthTimer++;
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}
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else
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%obj.healthTimer = 0;
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}
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function ShapeBase::tossPatch(%this)
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{
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//error("ShapeBase::tossPatch(" SPC %this.client.nameBase SPC ")");
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@ -53,12 +53,6 @@ function Armor::onAdd(%this, %obj)
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// Default dynamic armor stats
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%obj.setRechargeRate(%this.rechargeRate);
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%obj.setRepairRate(0);
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// Set the numerical Health HUD
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//%obj.updateHealth();
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// Calling updateHealth() must be delayed now... for some reason
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%obj.schedule(50, "updateHealth");
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}
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function Armor::onRemove(%this, %obj)
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@ -227,9 +221,6 @@ function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageTy
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%location = "Body";
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// Update the numerical Health HUD
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%obj.updateHealth();
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// Deal with client callbacks here because we don't have this
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// information in the onDamage or onDisable methods
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%client = %obj.client;
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@ -435,23 +426,6 @@ function Player::playPain(%this)
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}
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// ----------------------------------------------------------------------------
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// Numerical Health Counter
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// ----------------------------------------------------------------------------
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function Player::updateHealth(%player)
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{
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//echo("\c4Player::updateHealth() -> Player Health changed, updating HUD!");
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// Calcualte player health
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%maxDamage = %player.getDatablock().maxDamage;
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%damageLevel = %player.getDamageLevel();
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%curHealth = %maxDamage - %damageLevel;
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%curHealth = mceil(%curHealth);
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// Send the player object's current health level to the client, where it
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// will Update the numericalHealth HUD.
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commandToClient(%player.client, 'setNumericalHealthHUD', %curHealth);
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}
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function Player::setDamageDirection(%player, %sourceObject, %damagePos)
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{
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