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Jan 15th, 2012
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  1. init()
  2. {
  3. precacheShader("damage_feedback");
  4. precacheShader("damage_feedback_j");
  5. precacheShader("damage_feedback_endgame");
  6. precacheShader("scavenger_pickup");
  7.  
  8. level thread onPlayerConnect();
  9. }
  10.  
  11. onPlayerConnect()
  12. {
  13. for(;;)
  14. {
  15. level waittill("connected", player);
  16.  
  17. player.hud_damagefeedback = newClientHudElem(player);
  18. player.hud_damagefeedback.horzAlign = "center";
  19. player.hud_damagefeedback.vertAlign = "middle";
  20. player.hud_damagefeedback.x = -12;
  21. player.hud_damagefeedback.y = -12;
  22. player.hud_damagefeedback.alpha = 0;
  23. player.hud_damagefeedback.archived = true;
  24. player.hud_damagefeedback setShader("damage_feedback", 24, 48);
  25.  
  26. player.hud_damagefeedbackText = newClientHudElem( player );
  27. player.hud_damagefeedbackText.horzAlign = "center";
  28. player.hud_damagefeedbackText.vertAlign = "middle";
  29. player.hud_damagefeedbackText.alignX = "center";
  30. player.hud_damagefeedbackText.alignY = "middle";
  31. player.hud_damagefeedbackText.x = 0;
  32. player.hud_damagefeedbackText.y = 50;
  33. player.hud_damagefeedbackText.alpha = 0;
  34. player.hud_damagefeedbackText.archived = true;
  35. player.hud_damagefeedbackText.font = "hudmedium";
  36. player.hud_damagefeedbackText.fontscale = 1.3;
  37. player.hud_damagefeedbackText.glowColor = (1, 0, 0);
  38. player.hud_damagefeedbackText.glowAlpha = 0.25;
  39. }
  40. }
  41.  
  42. updateDamageFeedback( typeHit, vittimaVita, vittimaMaxVita )
  43. {
  44. if ( !isPlayer( self ) )
  45. return;
  46.  
  47. x = -12;
  48. y = -12;
  49.  
  50. if ( getDvarInt( "camera_thirdPerson" ) )
  51. yOffset = self GetThirdPersonCrosshairOffset() * 240;
  52. else
  53. yOffset = getdvarfloat( "cg_crosshairVerticalOffset" ) * 240;
  54.  
  55. if ( level.splitscreen )
  56. yOffset *= 0.5;
  57.  
  58. feedbackDurationOverride = 0;
  59. startAlpha = 1;
  60.  
  61. if ( typeHit == "hitBodyArmor" )
  62. {
  63. self.hud_damagefeedback setShader("damage_feedback_j", 24, 48);
  64. self playlocalsound("MP_hit_alert"); // TODO: change sound?
  65. }
  66. else if ( typeHit == "hitEndGame" )
  67. {
  68. self.hud_damagefeedback setShader("damage_feedback_endgame", 24, 48);
  69. self playlocalsound("MP_hit_alert");
  70. }
  71. else if ( typeHit == "stun" )
  72. {
  73. return;
  74. }
  75. else if ( typeHit == "none" )
  76. {
  77. return;
  78. }
  79. else if ( typeHit == "scavenger" && !level.hardcoreMode )
  80. {
  81. x = -36;
  82. y = 32;
  83. self.hud_damagefeedback setShader("scavenger_pickup", 64, 32);
  84. feedbackDurationOverride = 2.5;
  85. }
  86. else
  87. {
  88. self.hud_damagefeedback setShader("damage_feedback", 24, 48);
  89. self playlocalsound("MP_hit_alert");
  90.  
  91. self.hud_damagefeedbackText setText(vittimaVita+"/"+vittimaMaxVita);
  92. self.hud_damagefeedbackText.alpha = 1;
  93. }
  94.  
  95. self.hud_damagefeedback.alpha = startAlpha;
  96. if ( feedBackDurationOverride != 0 )
  97. {
  98. self.hud_damagefeedback fadeOverTime(feedbackDurationOverride);
  99. self.hud_damagefeedbackText fadeOverTime(feedbackDurationOverride);
  100. }
  101. else
  102. {
  103. self.hud_damagefeedback fadeOverTime(1);
  104. self.hud_damagefeedbackText fadeOverTime(1);
  105. }
  106.  
  107. self.hud_damagefeedback.alpha = 0;
  108. self.hud_damagefeedbackText.alpha = 0;
  109.  
  110. // only update hudelem positioning when necessary
  111. if ( self.hud_damagefeedback.x != x )
  112. self.hud_damagefeedback.x = x;
  113.  
  114. y = y - int( yOffset );
  115. if ( self.hud_damagefeedback.y != y )
  116. self.hud_damagefeedback.y = y;
  117. }
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