Merge pull request #121 from BClark09/master
5 commits relating to UI changes.
This commit is contained in:
commit
f5c064a0e9
4 changed files with 35 additions and 21 deletions
|
@ -469,14 +469,14 @@ function GM:PostRender()
|
||||||
|
|
||||||
local dlight = DynamicLight(MySelf:EntIndex())
|
local dlight = DynamicLight(MySelf:EntIndex())
|
||||||
if dlight then
|
if dlight then
|
||||||
dlight.Pos = tr.HitPos + tr.HitNormal * 2
|
dlight.Pos = MySelf:GetShootPos()
|
||||||
dlight.r = 10
|
dlight.r = 10
|
||||||
dlight.g = 255
|
dlight.g = 255
|
||||||
dlight.b = 80
|
dlight.b = 80
|
||||||
dlight.Brightness = 3
|
dlight.Brightness = 0.5
|
||||||
dlight.Size = 300
|
dlight.Size = 2048
|
||||||
dlight.Decay = 900
|
dlight.Decay = 900
|
||||||
dlight.DieTime = CurTime() + 1
|
dlight.DieTime = CurTime() + 2
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -1361,15 +1361,15 @@ function GM:_PrePlayerDraw(pl)
|
||||||
if pl.status_overridemodel and pl.status_overridemodel:IsValid() and self:ShouldDrawLocalPlayer(MySelf) then -- We need to do this otherwise the player's real model shows up for some reason.
|
if pl.status_overridemodel and pl.status_overridemodel:IsValid() and self:ShouldDrawLocalPlayer(MySelf) then -- We need to do this otherwise the player's real model shows up for some reason.
|
||||||
undomodelblend = true
|
undomodelblend = true
|
||||||
render.SetBlend(0)
|
render.SetBlend(0)
|
||||||
elseif MySelf:Team() == TEAM_HUMAN and pl ~= MySelf and pl:Team() == TEAM_HUMAN and not self.MedicalAura then
|
elseif MySelf:Team() == pl:Team() and pl ~= MySelf and not self.MedicalAura then
|
||||||
local radius = self.TransparencyRadius
|
local radius = self.TransparencyRadius
|
||||||
if radius > 0 then
|
if radius > 0 then
|
||||||
local eyepos = EyePos()
|
local eyepos = EyePos()
|
||||||
local dist = pl:NearestPoint(eyepos):Distance(eyepos)
|
local dist = pl:NearestPoint(eyepos):Distance(eyepos)
|
||||||
if dist < radius then
|
if dist < radius then
|
||||||
local blend = math.max((dist / radius) ^ 1.4, 0.04)
|
local blend = math.max((dist / radius) ^ 1.4, MySelf:Team() == TEAM_HUMAN and 0.04 or 0.1)
|
||||||
render.SetBlend(blend)
|
render.SetBlend(blend)
|
||||||
if blend < 0.4 then
|
if MySelf:Team() == TEAM_HUMAN and blend < 0.4 then
|
||||||
render.ModelMaterialOverride(matWhite)
|
render.ModelMaterialOverride(matWhite)
|
||||||
render.SetColorModulation(0.2, 0.2, 0.2)
|
render.SetColorModulation(0.2, 0.2, 0.2)
|
||||||
shadowman = true
|
shadowman = true
|
||||||
|
@ -1383,10 +1383,17 @@ function GM:_PrePlayerDraw(pl)
|
||||||
|
|
||||||
if self.m_ZombieVision and MySelf:Team() == TEAM_UNDEAD and pl:Team() == TEAM_HUMAN and pl:GetPos():Distance(EyePos()) <= pl:GetAuraRange() then
|
if self.m_ZombieVision and MySelf:Team() == TEAM_UNDEAD and pl:Team() == TEAM_HUMAN and pl:GetPos():Distance(EyePos()) <= pl:GetAuraRange() then
|
||||||
undozombievision = true
|
undozombievision = true
|
||||||
|
local color = Color(255, 255, 255, 255)
|
||||||
|
local healthfrac = math.max(pl:Health(), 0) / pl:GetMaxHealth()
|
||||||
|
local lowhealthcolor = GAMEMODE.AuraColorEmpty
|
||||||
|
local fullhealthcolor = GAMEMODE.AuraColorFull
|
||||||
|
|
||||||
|
color.r = math.Approach(lowhealthcolor.r, fullhealthcolor.r, math.abs(lowhealthcolor.r - fullhealthcolor.r) * healthfrac)
|
||||||
|
color.g = math.Approach(lowhealthcolor.g, fullhealthcolor.g, math.abs(lowhealthcolor.g - fullhealthcolor.g) * healthfrac)
|
||||||
|
color.b = math.Approach(lowhealthcolor.b, fullhealthcolor.b, math.abs(lowhealthcolor.b - fullhealthcolor.b) * healthfrac)
|
||||||
|
|
||||||
local green = math.Clamp(pl:Health() / pl:GetMaxHealth(), 0, 1)
|
|
||||||
render.ModelMaterialOverride(matWhite)
|
render.ModelMaterialOverride(matWhite)
|
||||||
render.SetColorModulation(1 - green, green, 0)
|
render.SetColorModulation(color.r/255, color.g/255, color.b/255)
|
||||||
render.SuppressEngineLighting(true)
|
render.SuppressEngineLighting(true)
|
||||||
cam.IgnoreZ(true)
|
cam.IgnoreZ(true)
|
||||||
end
|
end
|
||||||
|
|
|
@ -138,7 +138,7 @@ function GM:_RenderScreenspaceEffects()
|
||||||
DrawSharpen(1, math_min(6, self.HurtEffect * 3))
|
DrawSharpen(1, math_min(6, self.HurtEffect * 3))
|
||||||
end
|
end
|
||||||
|
|
||||||
if MySelf:Team() == TEAM_UNDEAD and self.m_ZombieVision and not matTankGlass:IsError() then
|
--[[if MySelf:Team() == TEAM_UNDEAD and self.m_ZombieVision and not matTankGlass:IsError() then
|
||||||
render_UpdateScreenEffectTexture()
|
render_UpdateScreenEffectTexture()
|
||||||
matTankGlass:SetFloat("$envmap", 0)
|
matTankGlass:SetFloat("$envmap", 0)
|
||||||
matTankGlass:SetFloat("$envmaptint", 0)
|
matTankGlass:SetFloat("$envmaptint", 0)
|
||||||
|
@ -146,7 +146,7 @@ function GM:_RenderScreenspaceEffects()
|
||||||
matTankGlass:SetInt("$ignorez", 1)
|
matTankGlass:SetInt("$ignorez", 1)
|
||||||
render_SetMaterial(matTankGlass)
|
render_SetMaterial(matTankGlass)
|
||||||
render_DrawScreenQuad()
|
render_DrawScreenQuad()
|
||||||
end
|
end]]
|
||||||
|
|
||||||
if self.ColorModEnabled then
|
if self.ColorModEnabled then
|
||||||
if not MySelf:Alive() and MySelf:GetObserverMode() ~= OBS_MODE_CHASE then
|
if not MySelf:Alive() and MySelf:GetObserverMode() ~= OBS_MODE_CHASE then
|
||||||
|
@ -243,7 +243,7 @@ function GM:ToggleZombieVision(onoff)
|
||||||
if not self.m_ZombieVision then
|
if not self.m_ZombieVision then
|
||||||
self.m_ZombieVision = true
|
self.m_ZombieVision = true
|
||||||
MySelf:EmitSound("npc/stalker/breathing3.wav", 0, 230)
|
MySelf:EmitSound("npc/stalker/breathing3.wav", 0, 230)
|
||||||
MySelf:SetDSP(5)
|
MySelf:SetDSP(30)
|
||||||
end
|
end
|
||||||
elseif self.m_ZombieVision then
|
elseif self.m_ZombieVision then
|
||||||
self.m_ZombieVision = nil
|
self.m_ZombieVision = nil
|
||||||
|
|
|
@ -998,13 +998,14 @@ function GM:CalculateNextBoss()
|
||||||
end
|
end
|
||||||
table.sort(zombies, BossZombieSort)
|
table.sort(zombies, BossZombieSort)
|
||||||
local newboss = zombies[1]
|
local newboss = zombies[1]
|
||||||
if newboss and newboss:IsValid() then
|
local newbossclass = ""
|
||||||
local newbossclass = GAMEMODE.ZombieClasses[newboss:GetBossZombieIndex()].Name
|
|
||||||
|
if newboss and newboss:IsValid() then newbossclass = GAMEMODE.ZombieClasses[newboss:GetBossZombieIndex()].Name end
|
||||||
net.Start("zs_nextboss")
|
net.Start("zs_nextboss")
|
||||||
net.WriteEntity(newboss)
|
net.WriteEntity(newboss)
|
||||||
net.WriteString(newbossclass)
|
net.WriteString(newbossclass)
|
||||||
net.Broadcast()
|
net.Broadcast()
|
||||||
end
|
|
||||||
return newboss
|
return newboss
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -421,8 +421,14 @@ function meta:ShouldBarricadeGhostWith(ent)
|
||||||
end
|
end
|
||||||
|
|
||||||
function meta:BarricadeGhostingThink()
|
function meta:BarricadeGhostingThink()
|
||||||
if self:KeyDown(IN_ZOOM) or self:ActiveBarricadeGhosting() then return end
|
if self:KeyDown(IN_ZOOM) or self:ActiveBarricadeGhosting() then
|
||||||
|
if self.FirstGhostThink then
|
||||||
|
self:SetLocalVelocity( Vector( 0, 0, 0 ) )
|
||||||
|
self.FirstGhostThink = false
|
||||||
|
end
|
||||||
|
return
|
||||||
|
end
|
||||||
|
self.FirstGhostThink = true
|
||||||
self:SetBarricadeGhosting(false)
|
self:SetBarricadeGhosting(false)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue