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class HUDHealthBar extends HUDValueBar; var() config HUDMaterial healthInjectionMaterial; var() config HUDMaterial healthInjectionRemainingMaterial; var() config HUDMaterial lowHealthAlertMaterial; var() config float lowHealthThreshold; var float healthInjectionAmount; // // Updates the data function UpdateData(ClientSideCharacter c) { value = c.health; maximumValue = c.healthMaximum; healthInjectionAmount = c.healthInjectionAmount; 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 injectionRatio; // 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(healthInjectionAmount > 0) { injectionRatio = FClamp((healthInjectionAmount / maximumValue) + ratio, 0.0, 1.0); ClipToValue(C, healthInjectionRemainingMaterial, injectionRatio); // draw the empty bar RenderHUDMaterial(C, healthInjectionRemainingMaterial, 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 if(healthInjectionAmount > 0) // health injection pulsing thingy RenderHUDMaterial(C, healthInjectionMaterial, Width, Height); else if(ratio < lowHealthThreshold && healthInjectionAmount <= 0) // low health flashy warning alert thingy RenderHUDMaterial(C, lowHealthAlertMaterial, Width, Height); else // low health flashy warning alert thingy RenderHUDMaterial(C, activeFullTexture, Width, Height); // DrawTile sets CurX, CurY C.CurX = 0; C.CurY = 0; // return to the old clip C.ClipX = oldClipX; } defaultproperties { lowHealthThreshold = 0.25 } |
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