--------------------- -- Your Name is Benny --------------------- -- Stack related function xy( x, y ) return {x, y} end function hXY( x, y ) local rx, ry = 0, 0 for key, value in ipairs(stack) do rx = rx + value[1] ry = ry + value[2] end if x then rx = rx + x end if y then ry = ry + y end return rx, ry end function S_Push( x, y ) stack:Push( xy( x, y ) ) end function S_Pop( x, y ) stack:Pop() end function hCol( r, g, b, a ) if IsColor(r) and g then return surface.SetDrawColor( ColorAlpha( r, g ) ) end return surface.SetDrawColor( r, g, b, a ) end function hRect( x, y, w, h ) gx, gy = hXY() x = (x or 0) + gx y = (y or 0) + gy surface.DrawRect( x, y, w, h ) end function hRRect( x, y, w, h, r ) gx, gy = hXY() x = (x or 0) + gx y = (y or 0) + gy draw.RoundedBox( r, x, y, w, h, surface.GetDrawColor() ) end function hTRect( x, y, w, h ) gx, gy = hXY() x = (x or 0) + gx y = (y or 0) + gy surface.DrawTexturedRect( x, y, w, h ) end function hTrRect( x, y, w, h, d ) gx, gy = hXY() x = (x or 0) + gx y = (y or 0) + gy surface.DrawTexturedRectRotated( x, y, w, h, d ) end function hORect( x, y, w, h, r ) gx, gy = hXY() x = (x or 0) + gx y = (y or 0) + gy surface.DrawOutlinedRect( x, y, w, h, r ) end function hScis( x, y, w, h ) gx, gy = hXY() x = (x or 0) + gx y = (y or 0) + gy render.SetScissorRect( x, y, x+w, y+h, true ) end function hScisoff() render.SetScissorRect( 0, 0, 0, 0, false ) end function qt( text, font, x, y, col, xalign, yalign, col2 ) draw.SimpleText( text, font, x-1, y-1, col2, xalign, yalign ) draw.SimpleText( text, font, x, y-1, col2, xalign, yalign ) draw.SimpleText( text, font, x+1, y-1, col2, xalign, yalign ) draw.SimpleText( text, font, x-1, y, col2, xalign, yalign ) draw.SimpleText( text, font, x+1, y, col2, xalign, yalign ) draw.SimpleText( text, font, x-1, y+1, col2, xalign, yalign ) draw.SimpleText( text, font, x, y+1, col2, xalign, yalign ) draw.SimpleText( text, font, x+1, y+1, col2, xalign, yalign ) draw.SimpleText( text, font, x, y, col, xalign, yalign ) end function hText( text, font, x, y, col, xalign, yalign ) local x, y = hXY( x, y ) draw.SimpleText( text, font, x, y, col, xalign, yalign ) end function hTextQ( text, font, x, y, col, xalign, yalign, col2 ) local x, y = hXY( x, y ) qt( text, font, x, y, col, xalign, yalign, col2 ) end function hTextS( text, font, x, y, col, xalign, yalign, col2 ) local x, y = hXY( x, y ) draw.SimpleText( text, font, x+1, y+1, col2, xalign, yalign ) draw.SimpleText( text, font, x, y, col, xalign, yalign ) end local sizes = { 8, 10, 16, 24, 36, 48 } local function regenfonts() for index, scale in ipairs( sizes ) do surface.CreateFont("HUD_" .. scale, { font = "Carbon Plus Bold", size = scale, weight = 0, extended = false, italic = false, antialias = true, }) end end regenfonts() FACTIONS = { ["benny"] = { COLOR_MAIN = Color( 255, 238, 169 ), COLOR_DARK = Color( 54, 44, 39 ), CHARNAME = "BENNY", }, ["nikki"] = { COLOR_MAIN = Color( 255, 174, 210 ), COLOR_DARK = Color(37, 12, 40 ), CHARNAME = "NIKKI", }, ["igor"] = { COLOR_MAIN = Color( 253, 208, 207 ), COLOR_DARK = Color( 32, 14, 12 ), CHARNAME = "IGOR", }, ["yanghao"] = { COLOR_MAIN = Color( 157, 187, 253 ), COLOR_DARK = Color( 19, 21, 28 ), CHARNAME = "YANG-HAO", }, -- MP ["mp_cia"] = { COLOR_MAIN = Color( 255, 255, 255), COLOR_DARK = Color( 25, 23, 47 ), CHARNAME = "CIA", }, ["mp_halo"] = { COLOR_MAIN = Color( 130, 255, 255 ), COLOR_DARK = Color( 40, 40, 58 ), CHARNAME = "HALO", }, ["mp_plasof"] = { COLOR_MAIN = Color( 255, 153, 153 ), COLOR_DARK = Color( 45, 10, 10 ), CHARNAME = "PLASOF", }, ["mp_arng"] = { COLOR_MAIN = Color( 198, 255, 192 ), COLOR_DARK = Color( 23, 32, 23 ), CHARNAME = "NATGUARD", }, ["mp_militia"] = { COLOR_MAIN = Color( 255, 219, 153 ), COLOR_DARK = Color( 33, 18, 18 ), CHARNAME = "MILITIA", }, ["mp_viper"] = { COLOR_MAIN = Color( 248, 191, 225 ), COLOR_DARK = Color( 50, 20, 50 ), CHARNAME = "VIPER", }, ["unassigned"] = { COLOR_MAIN = Color( 220, 220, 220 ), COLOR_DARK = Color( 40, 40, 40), CHARNAME = "Unassigned...", }, } local CURRCHAR = "mp_arng" local COLOR_MAIN = FACTIONS[CURRCHAR].COLOR_MAIN local COLOR_DARK = FACTIONS[CURRCHAR].COLOR_DARK local CHARNAME = FACTIONS[CURRCHAR].CHARNAME local COLOR_BRIGHT = Color( 94, 94, 94 ) local alphabet = {"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"} local xhair_dot = Material( "benny/hud/xhair/dotx.png", "mips smooth" ) local xhair_dot_shadow = Material( "benny/hud/xhair/dot_s.png", "mips smooth" ) local fmlookup = { [1] = "SEMI", [math.huge] = "AUTO", } local function QuickDrawBar( BARWIDE, BARTALL, RealTeamID, TeamID, way ) local faction_info = FACTIONS[ TEAMS[RealTeamID].factionid ] hCol( faction_info.COLOR_DARK ) hRect( 0, 0, BARWIDE, BARTALL ) hCol( faction_info.COLOR_MAIN ) hORect( 1, 1, BARWIDE-2, BARTALL-2, 1 ) local count = 6 local Score_Current = BennyGame:GetScoreForTeam( RealTeamID ) local Score_ToWin = BennyGame:GetScoreLimit() local perc = Score_Current/Score_ToWin local width = math.ceil( (BARWIDE-6)*perc ) if way then hRect( BARWIDE - 3 - width, 3, width, BARTALL-6 ) else hRect( 3, 3, width, BARTALL-6 ) end for i=1, count-1 do local bleh if way then bleh = (i/count)<(1-perc) else bleh = (i/count)>perc end hCol( bleh and faction_info.COLOR_MAIN or faction_info.COLOR_DARK ) hRect( 3 + (BARWIDE-7)*(i/count), 4, 1, BARTALL-8 ) end if way then hTextQ( faction_info.CHARNAME, "HUD_36", BARWIDE - 5, 0, faction_info.COLOR_DARK, TEXT_ALIGN_RIGHT, nil, faction_info.COLOR_MAIN ) hTextQ( Score_Current .. " / " .. Score_ToWin, "HUD_24", BARWIDE, BARTALL, faction_info.COLOR_MAIN, TEXT_ALIGN_RIGHT, nil, faction_info.COLOR_DARK ) else hTextQ( faction_info.CHARNAME, "HUD_36", 5, 0, faction_info.COLOR_DARK, nil, nil, faction_info.COLOR_MAIN ) hTextQ( Score_Current .. " / " .. Score_ToWin, "HUD_24", 0, BARTALL, faction_info.COLOR_MAIN, nil, nil, faction_info.COLOR_DARK ) end -- Players alive if false then for i=1, 6 do local o = i-1 local lol = i>=3 if way then S_Push( BARWIDE - i*(16+2), BARTALL + 2 ) else S_Push( o*(16+2), BARTALL + 2 ) end hCol( lol and faction_info.COLOR_DARK or faction_info.COLOR_MAIN ) hRect( 0, 0, 16, 16 ) hCol( lol and faction_info.COLOR_MAIN or faction_info.COLOR_DARK ) hORect( 1, 1, 16-2, 16-2, 1 ) S_Pop() end end end -- Drawing function GM:HUDPaint() local p = LocalPlayer() local w, h = ScrW(), ScrH() local handler = p:HandlerCheck() stack = util.Stack() local myteam = p:Team() local CURRCHAR if BennyGame:GetType() == BG_GTYPE_CAMPAIGN then CURRCHAR = "benny" else if TEAMS[myteam] then CURRCHAR = TEAMS[myteam].factionid else CURRCHAR = "unassigned" end end local COLOR_MAIN = FACTIONS[CURRCHAR].COLOR_MAIN local COLOR_DARK = FACTIONS[CURRCHAR].COLOR_DARK local CHARNAME = FACTIONS[CURRCHAR].CHARNAME local MP = BennyGame:GetType() == BG_GTYPE_MP -- S_Push( math.random( -4, 4 ), math.random( -4, 4 ) ) S_Push( 20, h - 20 - 65 ) hCol( COLOR_DARK ) hRect( 0, 0, 328, 65 ) hTextQ( CHARNAME, "HUD_48", 10, 4, COLOR_DARK, nil, nil, COLOR_MAIN ) local HEALTHPER = p:GetHealth_Blood()/1000 --HEALTHPER = 11/100 hCol( COLOR_MAIN ) hRect( 8, 8, (320-4-4) * HEALTHPER, 41-4-4 ) hORect( 8, 8, (320-4-4), 41-4-4, 1 ) hCol( COLOR_DARK ) hORect( 8+1, 8+1, (320-4-4)-2, 41-4-4-2, 1 ) hCol( COLOR_MAIN ) hScis( 8, 8, (320-4-4) * HEALTHPER, 41-4-4 ) hText( CHARNAME, "HUD_48", 10, 4, COLOR_DARK ) hScisoff() local slen = (320-4-4-4-4-4) hCol( COLOR_MAIN ) hRect( 8, 45, slen*0.25, 12 ) hRect( 8 + (slen*0.25+4), 45, slen*0.25, 12 ) hRect( 8 + (slen*0.25+4)*2, 45, slen*0.25, 12 ) hRect( 8 + (slen*0.25+4)*3, 45, slen*0.25, 12 ) hCol( COLOR_DARK ) hORect( 8+1, 45+1, slen*0.25 - 2, 12-2, 1 ) hORect( 8+1 + (slen*0.25+4), 45+1, slen*0.25 - 2, 12-2, 1 ) hORect( 8+1 + (slen*0.25+4)*2, 45+1, slen*0.25 - 2, 12-2, 1 ) hORect( 8+1 + (slen*0.25+4)*3, 45+1, slen*0.25 - 2, 12-2, 1 ) if MP then -- MP S_Push( 0, -8 - 2 ) local targetlength = 328 local segments = 10 local gap = 2 targetlength = targetlength - gap*(segments-1) local chunk = 1/segments for i=1, segments do local z = i-1 local chunk0, chunk1 = chunk*z, chunk*i local filled = math.Remap( p:GetLevel_XP()/15000, chunk0, chunk1, 0, 1 ) filled = math.Clamp( filled, 0, 1 ) local a1, a2, a3, a4 = ( (targetlength/segments) * z ) + (gap*z), 0, (targetlength/segments), 8 if i == segments then a3 = math.ceil(a3) end if filled == 1 then hCol( COLOR_MAIN ) hRect( a1, a2, a3, a4 ) hCol( COLOR_DARK ) hORect( a1, a2, a3, a4, 1 ) elseif filled == 0 then hCol( COLOR_DARK ) hRect( a1, a2, a3, a4 ) else hCol( COLOR_DARK ) hRect( a1, a2, a3, a4 ) hCol( COLOR_MAIN ) hRect( a1, a2, a3*filled, a4 ) hCol( COLOR_DARK ) hORect( a1, a2, a3, a4, 1 ) end end hTextQ( p:GetLevel_XP() .. " / 15000", "HUD_16", 0, -14, COLOR_MAIN, nil, nil, COLOR_DARK ) S_Pop() end S_Pop() if handler then -- Inventory local Pw, Ph, Pg = 110, 30, 10 local thespace = 0 for i, v in ipairs( p:GetInventory():GetWeighted() ) do thespace = thespace + Pw + Pg end thespace = thespace - Pg thespace = thespace/2 S_Push( ScrW()/2 - thespace, ScrH() - 20 - Ph ) for i, v in ipairs( p:GetInventory():GetWeighted() ) do hCol( v == handler:GetDesireR() and COLOR_BRIGHT or COLOR_DARK ) hRect( (i-1)*(Pw+Pg), 0, Pw, Ph ) if v == handler:GetActiveR() then hCol( COLOR_MAIN ) hORect( (i-1)*(Pw+Pg)+1, 1, Pw-2, Ph-2, 1 ) end local x, y = (i-1)*(Pw+Pg), 0 hText( l8( v.Class.PrintName ), "HUD_24", x + Pw/2, y + 5, COLOR_MAIN, TEXT_ALIGN_CENTER ) hText( i, "HUD_16", x + 4, y + 2, COLOR_MAIN ) end S_Pop() local wep = handler:GetDesireR() if wep and wep.GetClip then local Bw, Bh = 8+(8+2)*30-2+8, 160 S_Push( w - 20 - Bw, h - 20 - Bh ) hCol( COLOR_DARK ) hRect( 0, 0, Bw, Bh ) S_Push( 0, 0 ) hCol( COLOR_MAIN ) local leng = Bw-8-8 hRect( 8, 8, leng-70, 26 ) hRect( 8 + leng - 70 + 4, 8, leng-(leng-70)-4, 26 ) hText( l8( wep.Class.PrintName ), "HUD_36", 12, 6, COLOR_DARK ) local bc = wep.Class.BurstCount hText( fmlookup[bc] or bc .. "RND", "HUD_24", 10 + (leng - 70) + 70/2, 11, COLOR_DARK, TEXT_ALIGN_CENTER ) S_Pop() local Tw, Th = 6, 18 if wep.Class.ClipSize>45 then Tw = 3 Th = 13 elseif wep.Class.ClipSize<14 then Tw = 8 Th = 22 end S_Push( Bw - Tw - 8, Bh - Th - 8 ) for i=0, wep.Class.ClipSize-1 do if i>29 then hCol( COLOR_DARK ) hRect( (0 - Tw - 2)*i-4, -4, Tw+2, Th+8 ) end end for i=0, wep.Class.ClipSize-1 do if wep:GetClip() >= (i+1) then hCol( COLOR_MAIN ) hRect( (0 - Tw - 2)*i, 0, Tw, Th ) hCol( COLOR_DARK ) hRect( (0 - Tw - 2)*i, Th-4, Tw, 2 ) else hCol( COLOR_BRIGHT ) hORect( (0 - Tw - 2)*i, 0, Tw, Th ) --hORect( (0 - 8 - 2)*i+1, 1, 8-2, 18-2 ) end end S_Pop() S_Pop() end end if MP then S_Push( w/2, 20 ) local BARWIDE, BARTALL, GAP = 240, 30, 100 -- Score local count = 1 if BennyGame.RTeamID[myteam] then -- My team local o = count-1 S_Push( count%2==1 and (-BARWIDE - 1 - GAP) or (0 + 1 + GAP), (BARTALL+2+16+2)*math.floor(o/2) ) QuickDrawBar( BARWIDE, BARTALL, myteam, BennyGame.RTeamID[myteam], count%2==0 ) S_Pop() count = count + 1 end -- Every other team for TeamID, RealTeamID in ipairs( BennyGame.TeamsInPlay ) do if RealTeamID == myteam then continue end local o = count-1 S_Push( count%2==1 and (-BARWIDE - 1 - GAP) or (0 + 1 + GAP), (BARTALL+2+16+2)*math.floor(o/2) ) QuickDrawBar( BARWIDE, BARTALL, RealTeamID, TeamID, count%2==0 ) S_Pop() count = count + 1 end -- Timer local DISPLAYWIDE, DISPLAYTALL = 150, 48 S_Push( -DISPLAYWIDE/2, 0 ) hCol( COLOR_DARK ) hRect( 0, 0, DISPLAYWIDE, DISPLAYTALL ) hCol( COLOR_MAIN ) hORect( 2, 2, DISPLAYWIDE-4, DISPLAYTALL-4, 1 ) local stupidtime = CurTime() if BennyGame:GetState() == BG_STATE_ACTIVE then stupidtime = BennyGame:GetRoundStartedAt() + BennyGame:GetTimeLimit() - CurTime() elseif BennyGame:GetState() == BG_STATE_PRE then stupidtime = BennyGame:GetPregameStartedAt() + BennyGame:GetPregameTime() - CurTime() elseif BennyGame:GetState() == BG_STATE_POST then stupidtime = BennyGame:GetRoundFinishedAt() + BennyGame:GetPostgameTime() - CurTime() end if BennyGame:GetState() != BG_STATE_WAITINGFORPLAYERS then local d1, d2 local tt = string.FormattedTime( math.max( stupidtime, 0 ) ) if tt.h > 0 then d1 = string.format( "%01i:%02i:%02i", tt.h, tt.m, tt.s ) elseif tt.m > 0 then d1 = string.format( "%01i:%02i", tt.m, tt.s ) else d1 = string.format( "%02i", tt.s ) d2 = string.format( ".%02i", tt.ms ) end surface.SetFont("HUD_48") local twid = surface.GetTextSize(d1) if d2 then surface.SetFont("HUD_36") twid = twid + surface.GetTextSize(".00") end hText( d1, "HUD_48", DISPLAYWIDE/2 + 0 - twid/2, 4, COLOR_MAIN ) local twid2 = surface.GetTextSize(d1) if d2 then hText( d2, "HUD_36", DISPLAYWIDE/2 + twid2 - twid/2, 11, COLOR_MAIN ) end end local TITLE if BennyGame:GetState() == BG_STATE_PRE then TITLE = "PREGAME" elseif BennyGame:GetState() == BG_STATE_POST then TITLE = "POSTGAME" elseif BennyGame:GetState() == BG_STATE_WAITINGFORPLAYERS then TITLE = "WAITING FOR PLAYERS" end if TITLE then hTextS( TITLE, "HUD_24", DISPLAYWIDE/2, -18, COLOR_MAIN, TEXT_ALIGN_CENTER, nil, COLOR_DARK ) end if false then local myteamwins = 2 local enemywins = 3 local count = 7 -- Round counter local wideness = (20+2)*count-2 for i=1, count do local o = i-1 S_Push( DISPLAYWIDE/2 - wideness/2 + o*(20+2), DISPLAYTALL+4 ) local COLOR_DARK = COLOR_DARK local COLOR_MAIN = COLOR_MAIN local filled = false if i<=myteamwins then filled = true elseif (count-o)<=enemywins then COLOR_DARK = E_COLOR_DARK COLOR_MAIN = E_COLOR_MAIN filled = true else COLOR_DARK = Color( 040, 040, 040 ) COLOR_MAIN = Color( 080, 080, 080 ) filled = true end hCol( filled and COLOR_MAIN or COLOR_DARK ) hRect( 0, 0, 20, 8 ) hCol( filled and COLOR_DARK or COLOR_MAIN ) hORect( 1, 1, 20-2, 8-2, 1 ) S_Pop() end end -- Domination flag status if true then local AllFlags = ents.FindByClass("benny_domflag") S_Push( 0, 0 ) local count = #AllFlags local wideness = (48+2)*count-2 for i, ent in ipairs( AllFlags ) do--for i=1, count do local o = i-1 local faction_name = TEAMS[ent:GetTeamOwned()].factionid local faction_info = FACTIONS[faction_name] local taking_faction_name = TEAMS[ent:GetTeamTaking()].factionid local taking_faction_info = FACTIONS[taking_faction_name] local capturepercent = ent:GetCapturePercent()--math.Remap( CurTime()%4, 0, 3, 0, 1 ) --capturepercent = math.Clamp(capturepercent, 0, 1) local mine, enemy = false, true --if i==3 then mine = !mine enemy = !enemy end if (capturepercent>=1) then mine = !mine enemy = !enemy end S_Push( DISPLAYWIDE/2 - wideness/2 + o*(48+2), DISPLAYTALL+4 ) hCol( faction_info.COLOR_DARK ) hRect( 0, 0, 48, 48 ) hCol( faction_info.COLOR_MAIN ) hRect( 1, 1, 48-2, 48-2, 1 ) if capturepercent<1 then hCol( taking_faction_info.COLOR_MAIN ) hORect( 1, 1, 48-2, 48-2, math.floor(23 * capturepercent) ) end hTextQ( alphabet[i] or i, "HUD_36", 48/2, 9, faction_info.COLOR_MAIN, TEXT_ALIGN_CENTER, nil, faction_info.COLOR_DARK ) S_Pop() end S_Pop() end S_Pop() do local AllFlags = ents.FindByClass("benny_domflag") local AllFlagFlip = table.Flip(AllFlags) -- Current Objective local obj = p:GetTouchedObjective() if obj:IsValid() then S_Push( 0, 200 ) local TITLE = "CAPTURING" local PERCENT = obj:GetCapturePercent() if obj:GetContested() then TITLE = "CONTESTED" elseif obj:GetTeamOwned() == myteam then if obj:GetCapturePercent() > 0 then TITLE = "CLEARING" else TITLE = "SECURE" PERCENT = 1 end elseif obj:GetTeamOwned() == 0 and obj:GetTeamTaking() != myteam then TITLE = "CLEARING" end local BARCOLOR = FACTIONS[ TEAMS[obj:GetTeamOwned()].factionid ] local TAKCOLOR = FACTIONS[ TEAMS[obj:GetTeamTaking()].factionid ] local CONTOLER = FACTIONS[ "unassigned" ] BARCOLOR_MAIN = BARCOLOR.COLOR_MAIN BARCOLOR_DARK = BARCOLOR.COLOR_DARK TAKCOLOR_MAIN = TAKCOLOR.COLOR_MAIN TAKCOLOR_DARK = TAKCOLOR.COLOR_DARK CONTOLER_MAIN = CONTOLER.COLOR_MAIN CONTOLER_DARK = CONTOLER.COLOR_DARK local BWIDE, BTALL = 180, 16 hCol( BARCOLOR_DARK ) hRect( -80, 0, 160, 38 ) hCol( BARCOLOR_DARK ) hRect( -100, 35, 200, 76 ) hCol( BARCOLOR_MAIN ) hORect( -100+1, 35+1, 200-2, 76-2 ) hCol( BARCOLOR_MAIN ) hORect( -80+1, 1, 160-2, 38-2, 1 ) hTextQ( "POINT " .. (alphabet[ AllFlagFlip[obj] ] or AllFlagFlip[obj]), "HUD_36", 0, 4, BARCOLOR_MAIN, TEXT_ALIGN_CENTER, nil, BARCOLOR_DARK ) hTextQ( TITLE, "HUD_24", 0, TITLE=="SECURE" and 62 or 40, obj:GetContested() and CONTOLER_MAIN or COLOR_MAIN, TEXT_ALIGN_CENTER, nil, COLOR_DARK ) if TITLE!="SECURE" then S_Push( -BWIDE/2, 62 ) hCol( TAKCOLOR_DARK ) hRect( 0, 0, 180, BTALL ) hCol( TAKCOLOR_MAIN ) hORect( 1, 1, 180-2, BTALL-2 ) hCol( TAKCOLOR_MAIN ) hRect( 3, 3, math.floor((BWIDE-6) * PERCENT), BTALL-6 ) S_Pop() hTextQ( math.floor(PERCENT*100) .. "%", "HUD_36", 0, 78, obj:GetContested() and CONTOLER_MAIN or COLOR_MAIN, TEXT_ALIGN_CENTER, nil, obj:GetContested() and CONTOLER_DARK or COLOR_DARK ) end S_Pop() end end S_Pop() end --local itemcheck = handler:ItemCheckTrace() -- Hints if true then S_Push( w - 20, 20 ) local hints = {} table.insert( hints, { "[SHIFT]", "DIVE" } ) table.insert( hints, { "", "INTO PRONE", "HOLD" } ) if handler:ItemR() then table.insert( hints, { "", "- - - - - - - - - - - -" } ) table.insert( hints, { "[M1]", "FIRE" } ) table.insert( hints, { "[C]", "FIREMODE" } ) table.insert( hints, { "[E]", "THROW" } ) table.insert( hints, { "[R]", "RELOAD" } ) table.insert( hints, { "", "RETAIN MAG", "HOLD" } ) --elseif itemcheck.Entity:IsValid() and itemcheck.Entity.BennyItem then -- table.insert( hints, { "", "- - - - - - - - - - - -" } ) -- table.insert( hints, { "[E]", "PICK UP" } ) end for i, v in ipairs( hints ) do hTextS( v[1], "HUD_24", -150, (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_CENTER, nil, COLOR_DARK ) hTextS( v[2], "HUD_24", 0, (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_RIGHT, nil, COLOR_DARK ) if v[3] then hTextS( v[3], "HUD_16", -150, 3 + (24*(i-1)), COLOR_MAIN, TEXT_ALIGN_CENTER, nil, COLOR_DARK ) end end S_Pop() end -- S_Pop() --local trac = p:GetEyeTrace().HitPos:ToScreen() local trac = util.TraceLine( { start = p:GetPos() + Vector( 0, 0, 52 ), endpos = p:GetPos() + Vector( 0, 0, 52 ) + p:EyeAngles():Forward()*(2^31), filter = p, } ).HitPos local trac2 = util.TraceLine( { start = CamSpot(), endpos = CamSpot() + TPSOverride:Forward()*(2^31), filter = p, } ).HitPos local tol = false if trac:IsEqualTol( trac2, 2 ) then -- within two inches trac2 = trac2:ToScreen() trac = trac2 tol = true else trac = trac:ToScreen() trac2 = trac2:ToScreen() end for i=1, 2 do local shadowtime = i==1 local traac = shadowtime and trac2 or trac local cx, cy = math.Round(traac.x), math.Round(traac.y) local gap = 4 local length = 4 S_Push( cx, cy ) local lol = shadowtime and 0 or 255 local lol2 = shadowtime and 127 or 255 local Shadow_Gap = shadowtime and 1 or 0 local Shadow_Thickness = shadowtime and 2 or 0 surface.SetDrawColor( lol, lol, lol, lol2 ) --surface.SetMaterial( shadowtime and xhair_dot_shadow or xhair_dot ) hRect( -1 - Shadow_Gap, gap - Shadow_Gap, 2 + Shadow_Thickness, length + Shadow_Thickness ) hRect( gap - Shadow_Gap, -1 - Shadow_Gap, length + Shadow_Thickness, 2 + Shadow_Thickness ) -- top and left hRect( -1 - Shadow_Gap, -length - gap - Shadow_Gap, 2 + Shadow_Thickness, length + Shadow_Thickness ) hRect( -length - gap - Shadow_Gap, -1 - Shadow_Gap, length + Shadow_Thickness, 2 + Shadow_Thickness ) if !shadowtime and !tol then surface.SetDrawColor( 255, 0, 0 ) hRect( -1, -1, 2, 2 ) end S_Pop() end if stack:Size() != 0 then print("Stack unfinished.") end return end -- Not drawing local hide = { ["CHudHealth"] = true, ["CHudBattery"] = true, ["CHudAmmo"] = true, ["CHudSecondaryAmmo"] = true, ["CHudDamageIndicator"] = true, ["CHudCloseCaption"] = true, ["CHudCrosshair"] = true, ["CHudSuitPower"] = true, ["CHUDQuickInfo"] = true, ["CHudZoom"] = true, } function GM:HUDShouldDraw( name ) if hide[ name ] then return false else return true end end --local players = { -- { name = "Jim", Team = "mp_arng" }, -- { name = "Sas", Team = "mp_arng" }, -- { name = "Greg", Team = "mp_arng" }, -- { name = "Nate", Team = "mp_arng" }, -- -- { name = "Ion", Team = "mp_plasof" }, -- { name = "Beo", Team = "mp_plasof" }, -- { name = "Poe", Team = "mp_plasof" }, -- { name = "Zio", Team = "mp_plasof" }, --} local things = { { name = "Score", size = 100, get = function( ply ) return 0 end,}, { name = "Kills", size = 50, get = function( ply ) return ply:Frags() end,}, { name = "Deaths", size = 50, get = function( ply ) return ply:Deaths() end,}, { name = "Time", size = 50, get = function( ply ) return ":00" end,}, { name = "Ping", size = 50, get = function( ply ) return ply:Ping() end,} -- Ping } local function QuickDrawStat( wide, data, first ) local gap = 0 local teamd local faction if TEAMS[data.id] then teamd = TEAMS[data.id] faction = FACTIONS[teamd.factionid] else teamd = TEAMS[0] faction = FACTIONS[teamd.factionid] end local TeamName = l8( teamd.name ) hTextQ( TeamName, "HUD_36", 0, 0, faction.COLOR_MAIN, nil, nil, faction.COLOR_DARK ) gap = gap + 30 hCol( faction.COLOR_DARK ) hRect( -5+1, gap+1, wide+10, 2 ) hCol( faction.COLOR_MAIN ) hRect( -5, gap, wide+10, 2 ) gap = gap + 6 local blep = wide for i, v in ipairs(things) do blep = blep - v.size end if first then local bloop = 0 for i, v in ipairs(things) do hCol( 127, 127, 127, 80 ) local x, y = blep+bloop, 12 if v.name then hTextS( v.name, "HUD_16", x+(v.size/2), y, color_white, TEXT_ALIGN_CENTER, nil, color_black ) end bloop = bloop + v.size end end for i, ply in ipairs( data.players ) do local bloop = 0 hCol( faction.COLOR_MAIN, 30 ) hRect( 0, gap, wide, 30 ) hCol( faction.COLOR_DARK ) hORect( 3, gap+3, wide-4, 30-4, 1 ) hCol( faction.COLOR_MAIN ) hORect( 2, gap+2, wide-4, 30-4, 1 ) hTextQ( ply:GetLevel(), "HUD_16", 18, gap+8, Color( 255, 255, 0 ), TEXT_ALIGN_CENTER, nil, color_black ) hTextQ( ply:Nick(), "HUD_24", 32, gap+5, color_white, nil, nil, color_black ) local bloop = 0 for i, v in ipairs(things) do hCol( 255, 0, 0 ) local x, y = blep+bloop, gap+8 hTextS( v.get( ply ), "HUD_16", x+(v.size/2), y, color_white, TEXT_ALIGN_CENTER, nil, color_black ) bloop = bloop + v.size end gap = gap + 32 end return gap end local ScoreWide = 600 function GM:ScoreboardShow() drawscoreboard = true end function GM:ScoreboardHide() drawscoreboard = false end function GM:HUDDrawScoreBoard() if !drawscoreboard then return end local p = LocalPlayer() local w, h = ScrW(), ScrH() local handler = p:HandlerCheck() stack = util.Stack() local myteam = p:Team() local CURRCHAR if BennyGame:GetType() == BG_GTYPE_CAMPAIGN then CURRCHAR = "benny" else if TEAMS[myteam] then CURRCHAR = TEAMS[myteam].factionid else CURRCHAR = "unassigned" end end local COLOR_MAIN = FACTIONS[CURRCHAR].COLOR_MAIN local COLOR_DARK = FACTIONS[CURRCHAR].COLOR_DARK local CHARNAME = FACTIONS[CURRCHAR].CHARNAME local MP = BennyGame:GetType() == BG_GTYPE_MP if MP then S_Push( w/2 - ScoreWide/2, h/2 - 400/2 ) local OrganizedTeams = {} local IDtoOrg = {} local MyCreation = { id = myteam, players = {} } table.insert( OrganizedTeams, MyCreation ) IDtoOrg[myteam] = MyCreation for TeamID, RealTeamID in ipairs( BennyGame.TeamsInPlay ) do if RealTeamID == myteam then continue end local MyCreation = { id = RealTeamID, players = {} } table.insert( OrganizedTeams, MyCreation ) IDtoOrg[RealTeamID] = MyCreation end for _, ply in player.Iterator() do local thisteam = ply:Team() if !IDtoOrg[thisteam] then local MyCreation = { id = thisteam, players = {} } table.insert( OrganizedTeams, MyCreation ) IDtoOrg[thisteam] = MyCreation end table.insert( IDtoOrg[thisteam].players, ply ) end local gap = 0 for index, data in ipairs( OrganizedTeams ) do S_Push( 0, 0 + gap ) gap = gap + QuickDrawStat( ScoreWide, data, index==1 ) S_Pop() end S_Pop() else -- Timer, player & team score end if stack:Size() != 0 then print("Stack unfinished.") end return end