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class HUDEnergyBar extends HUDValueBar; var() config HUDMaterial depletionMaterial; var() config float depletionFadeTime; var float energyWeaponDepleted; var float depletionAlpha; var float depletionStartTime; var float depletionStartRatio; function UpdateData(ClientSideCharacter c) { bVisible = c.bShowEnergyBar; if(bVisible) { value = c.energy; maximumValue = c.energyMaximum; if(c.energyWeaponDepleted > 0) { energyWeaponDepleted = c.energyWeaponDepleted; depletionStartRatio = FClamp(value / maximumValue, 0.0, 1.0); depletionMaterial.fadeStartTime = c.levelTimeSeconds; depletionMaterial.fadeProgress = 0; } } super.UpdateData(c); } // // Renders the element. Overridden here due to the special requirements // of the effects on the health bar when healing & losing health // function RenderElement(Canvas C) { local float oldClipX; local float depletionRatio; // dont want to call the super render, otherwise we // will get extra layuers rendering that we dont want // super.RenderElement(C); // calc the actual health ratio CalculateRatio(); // draw the empty bar RenderHUDMaterial(C, activeEmptyTexture, Width, Height); // DrawTile sets CurX, CurY C.CurX = 0; C.CurY = 0; // want to render the usual full texture here, // only clipped to the point that the healthInjection // will finish oldClipX = C.ClipX; if(energyWeaponDepleted > 0) { depletionRatio = FClamp((energyWeaponDepleted / maximumValue) + depletionStartRatio, 0.0, 1.0); ClipToValue(C, depletionMaterial, depletionRatio); RenderHUDMaterial(C, depletionMaterial, Width, Height); // DrawTile sets CurX, CurY C.CurX = 0; C.CurY = 0; } // Clip to the current bar value ClipToValue(C, activeFullTexture, ratio); // draw the full bar, clipped to the ratio RenderHUDMaterial(C, activeFullTexture, Width, Height); // DrawTile sets CurX, CurY C.CurX = 0; C.CurY = 0; // return to the old clip C.ClipX = oldClipX; } |
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