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class HUDHealthBarTurret extends HUDValueBar; var() config HUDMaterial lowHealthAlertMaterial; var() config float lowHealthThreshold; // // Updates the data function UpdateData(ClientSideCharacter c) { value = c.turretHealth; maximumValue = c.turretHealthMaximum; 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; // 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; // Clip to the current bar value ClipToValue(C, activeFullTexture, ratio); if(ratio < lowHealthThreshold) // low health flashy warning alert thingy RenderHUDMaterial(C, lowHealthAlertMaterial, Width, Height); else // normal bar 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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