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
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@ -469,14 +469,14 @@ function GM:PostRender()
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local dlight = DynamicLight(MySelf:EntIndex())
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if dlight then
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dlight.Pos = tr.HitPos + tr.HitNormal * 2
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dlight.Pos = MySelf:GetShootPos()
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dlight.r = 10
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dlight.g = 255
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dlight.b = 80
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dlight.Brightness = 3
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dlight.Size = 300
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dlight.Brightness = 0.5
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dlight.Size = 2048
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dlight.Decay = 900
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dlight.DieTime = CurTime() + 1
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dlight.DieTime = CurTime() + 2
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end
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end
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end
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@ -1361,15 +1361,15 @@ function GM:_PrePlayerDraw(pl)
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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.
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undomodelblend = true
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render.SetBlend(0)
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elseif MySelf:Team() == TEAM_HUMAN and pl ~= MySelf and pl:Team() == TEAM_HUMAN and not self.MedicalAura then
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elseif MySelf:Team() == pl:Team() and pl ~= MySelf and not self.MedicalAura then
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local radius = self.TransparencyRadius
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if radius > 0 then
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local eyepos = EyePos()
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local dist = pl:NearestPoint(eyepos):Distance(eyepos)
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if dist < radius then
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local blend = math.max((dist / radius) ^ 1.4, 0.04)
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local blend = math.max((dist / radius) ^ 1.4, MySelf:Team() == TEAM_HUMAN and 0.04 or 0.1)
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render.SetBlend(blend)
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if blend < 0.4 then
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if MySelf:Team() == TEAM_HUMAN and blend < 0.4 then
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render.ModelMaterialOverride(matWhite)
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render.SetColorModulation(0.2, 0.2, 0.2)
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shadowman = true
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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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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.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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cam.IgnoreZ(true)
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end
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@ -138,7 +138,7 @@ function GM:_RenderScreenspaceEffects()
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DrawSharpen(1, math_min(6, self.HurtEffect * 3))
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end
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if MySelf:Team() == TEAM_UNDEAD and self.m_ZombieVision and not matTankGlass:IsError() then
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--[[if MySelf:Team() == TEAM_UNDEAD and self.m_ZombieVision and not matTankGlass:IsError() then
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render_UpdateScreenEffectTexture()
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matTankGlass:SetFloat("$envmap", 0)
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matTankGlass:SetFloat("$envmaptint", 0)
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@ -146,7 +146,7 @@ function GM:_RenderScreenspaceEffects()
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matTankGlass:SetInt("$ignorez", 1)
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render_SetMaterial(matTankGlass)
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render_DrawScreenQuad()
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end
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end]]
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if self.ColorModEnabled then
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if not MySelf:Alive() and MySelf:GetObserverMode() ~= OBS_MODE_CHASE then
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@ -243,7 +243,7 @@ function GM:ToggleZombieVision(onoff)
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if not self.m_ZombieVision then
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self.m_ZombieVision = true
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MySelf:EmitSound("npc/stalker/breathing3.wav", 0, 230)
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MySelf:SetDSP(5)
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MySelf:SetDSP(30)
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end
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elseif self.m_ZombieVision then
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self.m_ZombieVision = nil
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@ -998,13 +998,14 @@ function GM:CalculateNextBoss()
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end
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table.sort(zombies, BossZombieSort)
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local newboss = zombies[1]
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if newboss and newboss:IsValid() then
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local newbossclass = GAMEMODE.ZombieClasses[newboss:GetBossZombieIndex()].Name
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local newbossclass = ""
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if newboss and newboss:IsValid() then newbossclass = GAMEMODE.ZombieClasses[newboss:GetBossZombieIndex()].Name end
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net.Start("zs_nextboss")
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net.WriteEntity(newboss)
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net.WriteString(newbossclass)
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net.Broadcast()
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end
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return newboss
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end
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@ -421,8 +421,14 @@ function meta:ShouldBarricadeGhostWith(ent)
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end
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function meta:BarricadeGhostingThink()
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if self:KeyDown(IN_ZOOM) or self:ActiveBarricadeGhosting() then return end
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if self:KeyDown(IN_ZOOM) or self:ActiveBarricadeGhosting() then
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if self.FirstGhostThink then
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self:SetLocalVelocity( Vector( 0, 0, 0 ) )
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self.FirstGhostThink = false
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end
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return
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end
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self.FirstGhostThink = true
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self:SetBarricadeGhosting(false)
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end
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