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Make low health overlay not draw over HUDs
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commit
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1 changed files with 15 additions and 12 deletions
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@ -158,21 +158,24 @@ if CLIENT then
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local radial = Material("radial.png")
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local dmgalpha = 0
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hook.Add("HUDPaint", "NTScreenEffects", function()
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local ply = LocalPlayer()
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hook.Add("PreDrawHUD", "NTScreenEffects", function()
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-- Not doing it this way breaks HUDs. And that's not cool.
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cam.Start2D()
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local ply = LocalPlayer()
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if not ply:Alive() then return end
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if not ply:Alive() then return end
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local w = ScrW()
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local h = ScrH()
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local w = ScrW()
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local h = ScrH()
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dmgalpha = math.min(300 * math.abs(ply:Health() / ply:GetMaxHealth() - 1), 255)
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dmgalpha = math.min(300 * math.abs(ply:Health() / ply:GetMaxHealth() - 1), 255)
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surface.SetMaterial(radial)
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surface.SetDrawColor(0, 0, 0, dmgalpha * 0.85)
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surface.DrawTexturedRect(0, 0, ScrW(), ScrH())
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surface.DrawTexturedRectRotated(ScrW() * 0.5, ScrH() * 0.5, ScrW(), ScrH(), 180)
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surface.SetDrawColor(255, 25, 25, dmgalpha * math.max(0, math.sin(CurTime() * 6) * 0.045))
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surface.DrawTexturedRect(0, 0, w, h)
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surface.SetMaterial(radial)
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surface.SetDrawColor(0, 0, 0, dmgalpha * 0.58)
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surface.DrawTexturedRect(0, 0, ScrW(), ScrH())
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surface.DrawTexturedRectRotated(ScrW() * 0.5, ScrH() * 0.5, ScrW(), ScrH(), 180)
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surface.SetDrawColor(255, 25, 25, dmgalpha * math.max(0, math.sin(CurTime() * 6) * 0.09))
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surface.DrawTexturedRect(0, 0, w, h)
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cam.End2D()
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end)
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end
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