local PANEL = {} function PANEL:Init() self.m_HumanCount = vgui.Create("DTeamCounter", self) self.m_HumanCount:SetTeam(TEAM_HUMAN) self.m_HumanCount:SetImage("zombiesurvival/humanhead") self.m_ZombieCount = vgui.Create("DTeamCounter", self) self.m_ZombieCount:SetTeam(TEAM_UNDEAD) self.m_ZombieCount:SetImage("zombiesurvival/zombiehead") self.m_Text1 = vgui.Create("DLabel", self) self.m_Text2 = vgui.Create("DLabel", self) self.m_Text3 = vgui.Create("DLabel", self) self:SetTextFont("ZSHUDFontTiny") self.m_Text1.Paint = self.Text1Paint self.m_Text2.Paint = self.Text2Paint self.m_Text3.Paint = self.Text3Paint self:InvalidateLayout() end function PANEL:SetTextFont(font) self.m_Text1.Font = font self.m_Text1:SetFont(font) self.m_Text2.Font = font self.m_Text2:SetFont(font) self.m_Text3.Font = font self.m_Text3:SetFont(font) self:InvalidateLayout() end function PANEL:PerformLayout() local hs = self:GetTall() * 0.5 self.m_HumanCount:SetSize(hs, hs) self.m_ZombieCount:SetSize(hs, hs) self.m_ZombieCount:AlignTop(hs) self.m_Text1:SetWide(self:GetWide()) self.m_Text1:SizeToContentsY() self.m_Text1:MoveRightOf(self.m_HumanCount, 12) self.m_Text1:AlignTop(4) self.m_Text2:SetWide(self:GetWide()) self.m_Text2:SizeToContentsY() self.m_Text2:MoveRightOf(self.m_HumanCount, 12) self.m_Text2:CenterVertical() self.m_Text3:SetWide(self:GetWide()) self.m_Text3:SizeToContentsY() self.m_Text3:MoveRightOf(self.m_HumanCount, 12) self.m_Text3:AlignBottom(4) end function PANEL:Text1Paint() local text local override = MySelf:IsValid() and GetGlobalString("hudoverride"..MySelf:Team(), "") if override and #override > 0 then text = override else local wave = GAMEMODE:GetWave() if GAMEMODE:IsEscapeSequence() then text = translate.Get(MySelf:IsValid() and MySelf:Team() == TEAM_UNDEAD and "prop_obj_exit_z" or "prop_obj_exit_h") elseif wave <= 0 then text = translate.Get("prepare_yourself") elseif GAMEMODE.ZombieEscape then text = translate.Get("zombie_escape") -- I'm gonna leave this as 2 for now, since it is 2 on NoX. --if GAMEMODE.RoundLimit > 0 then round = GAMEMODE.CurrentRound text = text .. " - " .. translate.Format("round_x_of_y", round, 2) --end else local maxwaves = GAMEMODE:GetNumberOfWaves() if maxwaves ~= -1 then text = translate.Format("wave_x_of_y", wave, maxwaves) if not GAMEMODE:GetWaveActive() then text = translate.Get("intermission").." - "..text end elseif not GAMEMODE:GetWaveActive() then text = translate.Get("intermission") end end end if text then draw.SimpleText(text, self.Font, 0, 0, COLOR_GRAY) end return true end function PANEL:Text2Paint() if GAMEMODE:GetWave() <= 0 then local col local timeleft = math.max(0, GAMEMODE:GetWaveStart() - CurTime()) if timeleft < 10 then local glow = math.sin(RealTime() * 8) * 200 + 255 col = Color(255, glow, glow) else col = COLOR_GRAY end draw.SimpleText(translate.Format("zombie_invasion_in_x", util.ToMinutesSecondsCD(timeleft)), self.Font, 0, 0, col) elseif GAMEMODE:GetWaveActive() then local waveend = GAMEMODE:GetWaveEnd() if waveend ~= -1 then local timeleft = math.max(0, waveend - CurTime()) draw.SimpleText(translate.Format("wave_ends_in_x", util.ToMinutesSecondsCD(timeleft)), self.Font, 0, 0, 10 < timeleft and COLOR_GRAY or Color(255, 0, 0, math.abs(math.sin(RealTime() * 8)) * 180 + 40)) end else local wavestart = GAMEMODE:GetWaveStart() if wavestart ~= -1 then local timeleft = math.max(0, wavestart - CurTime()) draw.SimpleText(translate.Format("next_wave_in_x", util.ToMinutesSecondsCD(timeleft)), self.Font, 0, 0, 10 < timeleft and COLOR_GRAY or Color(255, 0, 0, math.abs(math.sin(RealTime() * 8)) * 180 + 40)) end end return true end function PANEL:Text3Paint() if MySelf:IsValid() then if MySelf:Team() == TEAM_UNDEAD then local toredeem = GAMEMODE:GetRedeemBrains() if toredeem > 0 then draw.SimpleText(translate.Format("brains_eaten_x", MySelf:Frags().." / "..toredeem), self.Font, 0, 0, COLOR_SOFTRED) else draw.SimpleText(translate.Format("brains_eaten_x", MySelf:Frags()), self.Font, 0, 0, COLOR_SOFTRED) end else --draw.SimpleText(translate.Format("points_x", MySelf:GetPoints().." / "..MySelf:Frags()), self.Font, 0, 0, COLOR_DARKRED) draw.SimpleText("Points: "..MySelf:GetPoints().." Score: "..MySelf:Frags(), self.Font, 0, 0, COLOR_SOFTRED) end end return true end local matGradientLeft = CreateMaterial("gradient-l", "UnlitGeneric", {["$basetexture"] = "vgui/gradient-l", ["$vertexalpha"] = "1", ["$vertexcolor"] = "1", ["$ignorez"] = "1", ["$nomip"] = "1"}) function PANEL:Paint(w, h) surface.SetDrawColor(0, 0, 0, 180) surface.DrawRect(0, 0, w * 0.4, h) surface.SetMaterial(matGradientLeft) surface.DrawTexturedRect(w * 0.4, 0, w * 0.6, h) --surface.DrawLine(0, h - 1, w, h - 1) surface.SetDrawColor(0, 0, 0, 250) surface.SetMaterial(matGradientLeft) surface.DrawTexturedRect(0, h - 1, w, 1) return true end vgui.Register("ZSGameState", PANEL, "DPanel")