function GM:RenderScreenspaceEffects() end GM.PostProcessingEnabled = CreateClientConVar("zs_postprocessing", 1, true, false):GetBool() cvars.AddChangeCallback("zs_postprocessing", function(cvar, oldvalue, newvalue) GAMEMODE.PostProcessingEnabled = tonumber(newvalue) == 1 end) GM.FilmGrainEnabled = CreateClientConVar("zs_filmgrain", 1, true, false):GetBool() cvars.AddChangeCallback("zs_filmgrain", function(cvar, oldvalue, newvalue) GAMEMODE.FilmGrainEnabled = tonumber(newvalue) == 1 end) GM.FilmGrainOpacity = CreateClientConVar("zs_filmgrainopacity", 50, true, false):GetInt() cvars.AddChangeCallback("zs_filmgrainopacity", function(cvar, oldvalue, newvalue) GAMEMODE.FilmGrainOpacity = math.Clamp(tonumber(newvalue) or 0, 0, 255) end) GM.ColorModEnabled = CreateClientConVar("zs_colormod", "1", true, false):GetBool() cvars.AddChangeCallback("zs_colormod", function(cvar, oldvalue, newvalue) GAMEMODE.ColorModEnabled = tonumber(newvalue) == 1 end) GM.Auras = CreateClientConVar("zs_auras", 1, true, false):GetBool() cvars.AddChangeCallback("zs_auras", function(cvar, oldvalue, newvalue) GAMEMODE.Auras = tonumber(newvalue) == 1 end) GM.AuraColorEmpty = Color(CreateClientConVar("zs_auracolor_empty_r", 255, true, false):GetInt(), CreateClientConVar("zs_auracolor_empty_g", 0, true, false):GetInt(), CreateClientConVar("zs_auracolor_empty_b", 0, true, false):GetInt(), 255) GM.AuraColorFull = Color(CreateClientConVar("zs_auracolor_full_r", 20, true, false):GetInt(), CreateClientConVar("zs_auracolor_full_g", 255, true, false):GetInt(), CreateClientConVar("zs_auracolor_full_b", 20, true, false):GetInt(), 255) cvars.AddChangeCallback("zs_auracolor_empty_r", function(cvar, oldvalue, newvalue) GAMEMODE.AuraColorEmpty.r = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255) end) cvars.AddChangeCallback("zs_auracolor_empty_g", function(cvar, oldvalue, newvalue) GAMEMODE.AuraColorEmpty.g = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255) end) cvars.AddChangeCallback("zs_auracolor_empty_b", function(cvar, oldvalue, newvalue) GAMEMODE.AuraColorEmpty.b = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255) end) cvars.AddChangeCallback("zs_auracolor_full_r", function(cvar, oldvalue, newvalue) GAMEMODE.AuraColorFull.r = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255) end) cvars.AddChangeCallback("zs_auracolor_full_g", function(cvar, oldvalue, newvalue) GAMEMODE.AuraColorFull.g = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255) end) cvars.AddChangeCallback("zs_auracolor_full_b", function(cvar, oldvalue, newvalue) GAMEMODE.AuraColorFull.b = math.Clamp(math.ceil(tonumber(newvalue) or 0), 0, 255) end) local DrawColorModify = DrawColorModify local DrawSharpen = DrawSharpen local EyePos = EyePos local TEAM_HUMAN = TEAM_HUMAN local TEAM_UNDEAD = TEAM_UNDEAD local render_SetMaterial = render.SetMaterial local render_DrawSprite = render.DrawSprite local render_SetLightingMode = render.SetLightingMode local math_Approach = math.Approach local FrameTime = FrameTime local CurTime = CurTime local math_sin = math.sin local math_min = math.min local math_max = math.max local math_abs = math.abs local team_GetPlayers = team.GetPlayers local FullBright = false local tColorModDead = { ["$pp_colour_contrast"] = 1.25, ["$pp_colour_colour"] = 0, ["$pp_colour_addr"] = 0, ["$pp_colour_addg"] = 0, ["$pp_colour_addb"] = 0, ["$pp_colour_brightness"] = -0.02, ["$pp_colour_mulr"] = 0, ["$pp_colour_mulg"] = 0, ["$pp_colour_mulb"] = 0 } local tColorModHuman = { ["$pp_colour_addr"] = 0, ["$pp_colour_addg"] = 0, ["$pp_colour_addb"] = 0, ["$pp_colour_brightness"] = 0, ["$pp_colour_contrast"] = 1, ["$pp_colour_colour"] = 1, ["$pp_colour_mulr"] = 0, ["$pp_colour_mulg"] = 0, ["$pp_colour_mulb"] = 0 } local tColorModZombie = { ["$pp_colour_brightness"] = 0, ["$pp_colour_contrast"] = 1.25, ["$pp_colour_colour"] = 0.5, ["$pp_colour_addr"] = 0, ["$pp_colour_addg"] = 0, ["$pp_colour_addb"] = 0, ["$pp_colour_mulr"] = 0, ["$pp_colour_mulg"] = 0, ["$pp_colour_mulb"] = 0 } local tColorModZombieVision = { ["$pp_colour_colour"] = 3, ["$pp_colour_brightness"] = -0.1, ["$pp_colour_contrast"] = 1, ["$pp_colour_mulr"] = 0, ["$pp_colour_mulg"] = 0, ["$pp_colour_mulb"] = 0, ["$pp_colour_addr"] = 0, ["$pp_colour_addg"] = 0.1, ["$pp_colour_addb"] = 0 } local tColorModNightVision = { ["$pp_colour_colour"] = 0.99, ["$pp_colour_brightness"] = -0.34, ["$pp_colour_contrast"] = 1.46, ["$pp_colour_mulr"] = 0, ["$pp_colour_mulg"] = 1, ["$pp_colour_mulb"] = 0, ["$pp_colour_addr"] = 0, ["$pp_colour_addg"] = 0.2, ["$pp_colour_addb"] = 0 } local redview = 0 local fear = 0 function GM:_RenderScreenspaceEffects() if MySelf.Confusion and MySelf.Confusion:IsValid() then MySelf.Confusion:RenderScreenSpaceEffects() end fear = math_Approach(fear, self:CachedFearPower(), FrameTime()) if not self.PostProcessingEnabled then return end if self.DrawPainFlash and self.HurtEffect > 0 then DrawSharpen(1, math_min(6, self.HurtEffect * 3)) end if self.ColorModEnabled then if not MySelf:Alive() and MySelf:GetObserverMode() ~= OBS_MODE_CHASE then if not MySelf:HasWon() then tColorModDead["$pp_colour_colour"] = (1 - math_min(1, CurTime() - self.LastTimeAlive)) * 0.5 DrawColorModify(tColorModDead) end elseif MySelf:Team() == TEAM_UNDEAD then if self.m_ZombieVision then DrawColorModify(tColorModZombieVision) else tColorModZombie["$pp_colour_colour"] = math_min(1, 0.25 + math_min(1, (CurTime() - self.LastTimeDead) * 0.5) * 1.75 * fear) DrawColorModify(tColorModZombie) end else if self.m_NightVision then DrawColorModify(tColorModNightVision) else local curr = tColorModHuman["$pp_colour_addr"] local health = MySelf:Health() local maxhealth = MySelf:GetMaxHealth() / 3 if health <= maxhealth then redview = math_Approach(redview, 1 - health / maxhealth, FrameTime() * 0.2) elseif 0 < curr then redview = math_Approach(redview, 0, FrameTime() * 0.2) end tColorModHuman["$pp_colour_addr"] = redview * (0.035 + math_abs(math_sin(CurTime() * 2)) * 0.14) tColorModHuman["$pp_colour_brightness"] = fear * -0.045 tColorModHuman["$pp_colour_contrast"] = 1 + fear * 0.15 tColorModHuman["$pp_colour_colour"] = 1 - fear * 0.725 --0.85 DrawColorModify(tColorModHuman) end end end end function GM:_RenderScene() if (self.m_ZombieVision and MySelf:Team() == TEAM_UNDEAD) or (self.m_NightVision and MySelf:Team() == TEAM_HUMAN and not MySelf:GetStatus("dimvision")) then render_SetLightingMode(1) FullBright = true else FullBright = false end end function GM:FullBrightOn() if FullBright then render_SetLightingMode(1) end end function GM:FullBrightOff() if FullBright then render_SetLightingMode(0) end end hook.Add("PreDrawOpaqueRenderables", "ZFullBright", GM.FullBrightOff) hook.Add("PreDrawTranslucentRenderables", "ZFullBright", GM.FullBrightOff) hook.Add("PostDrawTranslucentRenderables", "ZFullBright", GM.FullBrightOn) hook.Add("PreDrawViewModel", "ZFullBright", GM.FullBrightOff) hook.Add("RenderScreenspaceEffects", "ZFullBright", GM.FullBrightOff) local matGlow = Material("Sprites/light_glow02_add_noz") local colHealthEmpty = GM.AuraColorEmpty local colHealthFull = GM.AuraColorFull local colHealth = Color(255, 255, 255) function GM:DrawHumanIndicators() if MySelf:Team() ~= TEAM_UNDEAD or not self.Auras or self.m_ZombieVision then return end local eyepos = EyePos() local range, dist, healthfrac, pos, size for _, pl in pairs(team_GetPlayers(TEAM_HUMAN)) do range = pl:GetAuraRangeSqr() dist = pl:GetPos():DistToSqr(eyepos) if pl:Alive() and dist <= range and (not pl:GetDTBool(DT_PLAYER_BOOL_NECRO) or dist >= 27500) then healthfrac = math_max(pl:Health(), 0) / pl:GetMaxHealth() colHealth.r = math_Approach(colHealthEmpty.r, colHealthFull.r, math_abs(colHealthEmpty.r - colHealthFull.r) * healthfrac) colHealth.g = math_Approach(colHealthEmpty.g, colHealthFull.g, math_abs(colHealthEmpty.g - colHealthFull.g) * healthfrac) colHealth.b = math_Approach(colHealthEmpty.b, colHealthFull.b, math_abs(colHealthEmpty.b - colHealthFull.b) * healthfrac) pos = pl:WorldSpaceCenter() render_SetMaterial(matGlow) render_DrawSprite(pos, 13, 13, colHealth) size = math_sin(self.HeartBeatTime + pl:EntIndex()) * 50 - 21 if size > 0 then render_DrawSprite(pos, size * 1.5, size, colHealth) render_DrawSprite(pos, size, size * 1.5, colHealth) end end end end function GM:ToggleZombieVision(onoff) if onoff == nil then onoff = not self.m_ZombieVision end if onoff then if not self.m_ZombieVision then self.m_ZombieVision = true MySelf:EmitSound("npc/stalker/breathing3.wav", 0, 230) end elseif self.m_ZombieVision then self.m_ZombieVision = nil MySelf:EmitSound("npc/zombie/zombie_pain6.wav", 0, 110) end end net.Receive("zs_togglezvision", function(length) gamemode.Call("ToggleZombieVision") end) local CModWhiteOut = { ["$pp_colour_addr"] = 0, ["$pp_colour_addg"] = 0, ["$pp_colour_addb"] = 0, ["$pp_colour_brightness"] = 0, ["$pp_colour_contrast"] = 1, ["$pp_colour_colour"] = 1, ["$pp_colour_mulr"] = 0, ["$pp_colour_mulg"] = 0, ["$pp_colour_mulb"] = 0 } local WhiteOutEnd local WhiteOutFadeTime local function RenderWhiteOut() local dt = math_max(WhiteOutEnd - CurTime(), 0) / WhiteOutFadeTime if dt <= 0 then WhiteOutEnd = nil WhiteOutFadeTime = nil hook.Remove("RenderScreenspaceEffects", "WhiteOut") else local size = 5 + dt * 10 CModWhiteOut["$pp_colour_brightness"] = dt ^ 2 DrawBloom(1 - dt, dt * 3, size, size, 1, 1, 1, 1, 1) DrawColorModify(CModWhiteOut) end end function util.WhiteOut(time, fadeouttime) time = time or 1 WhiteOutEnd = math_max(CurTime() + time, WhiteOutEnd or 0) WhiteOutFadeTime = math_max(fadeouttime or time, WhiteOutFadeTime or 0) hook.Add("RenderScreenspaceEffects", "WhiteOut", RenderWhiteOut) end