ZVision now uses human aura colours in options menu.
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1 changed files with 9 additions and 2 deletions
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@ -1383,10 +1383,17 @@ function GM:_PrePlayerDraw(pl)
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if self.m_ZombieVision and MySelf:Team() == TEAM_UNDEAD and pl:Team() == TEAM_HUMAN and pl:GetPos():Distance(EyePos()) <= pl:GetAuraRange() then
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if self.m_ZombieVision and MySelf:Team() == TEAM_UNDEAD and pl:Team() == TEAM_HUMAN and pl:GetPos():Distance(EyePos()) <= pl:GetAuraRange() then
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undozombievision = true
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undozombievision = true
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local color = Color(255, 255, 255, 255)
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local healthfrac = math.max(pl:Health(), 0) / pl:GetMaxHealth()
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local lowhealthcolor = GAMEMODE.AuraColorEmpty
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local fullhealthcolor = GAMEMODE.AuraColorFull
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color.r = math.Approach(lowhealthcolor.r, fullhealthcolor.r, math.abs(lowhealthcolor.r - fullhealthcolor.r) * healthfrac)
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color.g = math.Approach(lowhealthcolor.g, fullhealthcolor.g, math.abs(lowhealthcolor.g - fullhealthcolor.g) * healthfrac)
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color.b = math.Approach(lowhealthcolor.b, fullhealthcolor.b, math.abs(lowhealthcolor.b - fullhealthcolor.b) * healthfrac)
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local green = math.Clamp(pl:Health() / pl:GetMaxHealth(), 0, 1)
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render.ModelMaterialOverride(matWhite)
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render.ModelMaterialOverride(matWhite)
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render.SetColorModulation(1 - green, green, 0)
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render.SetColorModulation(color.r/255, color.g/255, color.b/255)
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render.SuppressEngineLighting(true)
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render.SuppressEngineLighting(true)
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cam.IgnoreZ(true)
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cam.IgnoreZ(true)
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end
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end
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