• Scoreboard Group color
    2 replies, posted
This is my cl_hud.lua: [code] -- HUD HUD HUD local table = table local surface = surface local draw = draw local math = math local string = string local GetTranslation = LANG.GetTranslation local GetPTranslation = LANG.GetParamTranslation local GetLang = LANG.GetUnsafeLanguageTable local interp = string.Interp -- Fonts surface.CreateFont("TraitorState", {font = "Trebuchet24", size = 28, weight = 1000}) surface.CreateFont("TimeLeft", {font = "Trebuchet24", size = 24, weight = 800}) surface.CreateFont("HealthAmmo", {font = "Trebuchet24", size = 24, weight = 750}) -- Color presets local bg_colors = { background_main = Color(0, 0, 10, 200), noround = Color(100,100,100,200), traitor = Color(200, 25, 25, 200), innocent = Color(25, 200, 25, 200), detective = Color(25, 25, 200, 200) }; local health_colors = { border = COLOR_WHITE, background = Color(100, 25, 25, 222), fill = Color(200, 50, 50, 250) }; local ammo_colors = { border = COLOR_WHITE, background = Color(20, 20, 5, 222), fill = Color(205, 155, 0, 255) }; -- Modified RoundedBox local Tex_Corner8 = surface.GetTextureID( "gui/corner8" ) local function RoundedMeter( bs, x, y, w, h, color) surface.SetDrawColor(clr(color)) surface.DrawRect( x+bs, y, w-bs*2, h ) surface.DrawRect( x, y+bs, bs, h-bs*2 ) surface.SetTexture( Tex_Corner8 ) surface.DrawTexturedRectRotated( x + bs/2 , y + bs/2, bs, bs, 0 ) surface.DrawTexturedRectRotated( x + bs/2 , y + h -bs/2, bs, bs, 90 ) if w > 14 then surface.DrawRect( x+w-bs, y+bs, bs, h-bs*2 ) surface.DrawTexturedRectRotated( x + w - bs/2 , y + bs/2, bs, bs, 270 ) surface.DrawTexturedRectRotated( x + w - bs/2 , y + h - bs/2, bs, bs, 180 ) else surface.DrawRect( x + math.max(w-bs, bs), y, bs/2, h ) end end ---- The bar painting is loosely based on: ---- http://wiki.garrysmod.com/?title=Creating_a_HUD -- Paints a graphical meter bar local function PaintBar(x, y, w, h, colors, value) -- Background -- slightly enlarged to make a subtle border draw.RoundedBox(8, x-1, y-1, w+2, h+2, colors.background) -- Fill local width = w * math.Clamp(value, 0, 1) if width > 0 then RoundedMeter(8, x, y, width, h, colors.fill) end end local roundstate_string = { [ROUND_WAIT] = "round_wait", [ROUND_PREP] = "round_prep", [ROUND_ACTIVE] = "round_active", [ROUND_POST] = "round_post" }; -- Returns player's ammo information local function GetAmmo(ply) local weap = ply:GetActiveWeapon() if not weap or not ply:Alive() then return -1 end local ammo_inv = weap:Ammo1() or 0 local ammo_clip = weap:Clip1() or 0 local ammo_max = weap.Primary.ClipSize or 0 return ammo_clip, ammo_max, ammo_inv end local function DrawBg(x, y, width, height, client) -- Traitor area sizes local th = 30 local tw = 170 -- Adjust for these y = y - th height = height + th -- main bg area, invariant -- encompasses entire area draw.RoundedBox(8, x, y, width, height, bg_colors.background_main) -- main border, traitor based local col = bg_colors.innocent if GAMEMODE.round_state != ROUND_ACTIVE then col = bg_colors.noround elseif client:GetTraitor() then col = bg_colors.traitor elseif client:GetDetective() then col = bg_colors.detective end draw.RoundedBox(8, x, y, tw, th, col) end local sf = surface local dr = draw local function ShadowedText(text, font, x, y, color, xalign, yalign) dr.SimpleText(text, font, x+2, y+2, COLOR_BLACK, xalign, yalign) dr.SimpleText(text, font, x, y, color, xalign, yalign) end local margin = 10 -- Paint punch-o-meter local function PunchPaint(client) local L = GetLang() local punch = client:GetNWFloat("specpunches", 0) local width, height = 200, 25 local x = ScrW() / 2 - width/2 local y = margin/2 + height PaintBar(x, y, width, height, ammo_colors, punch) local color = bg_colors.background_main dr.SimpleText(L.punch_title, "HealthAmmo", ScrW() / 2, y, color, TEXT_ALIGN_CENTER) dr.SimpleText(L.punch_help, "TabLarge", ScrW() / 2, margin, COLOR_WHITE, TEXT_ALIGN_CENTER) local bonus = client:GetNWInt("bonuspunches", 0) if bonus != 0 then local text if bonus < 0 then text = interp(L.punch_bonus, {num = bonus}) else text = interp(L.punch_malus, {num = bonus}) end dr.SimpleText(text, "TabLarge", ScrW() / 2, y * 2, COLOR_WHITE, TEXT_ALIGN_CENTER) end end local key_params = { usekey = Key("+use", "USE") } local function SpecHUDPaint(client) local L = GetLang() -- for fast direct table lookups -- Draw round state local x = margin local height = 32 local width = 250 local round_y = ScrH() - height - margin -- move up a little on low resolutions to allow space for spectator hints if ScrW() < 1000 then round_y = round_y - 15 end local time_x = x + 170 local time_y = round_y + 4 draw.RoundedBox(8, x, round_y, width, height, bg_colors.background_main) draw.RoundedBox(8, x, round_y, time_x - x, height, bg_colors.noround) local text = L[ roundstate_string[GAMEMODE.round_state] ] ShadowedText(text, "TraitorState", x + margin, round_y, COLOR_WHITE) -- Draw round/prep/post time remaining local text = util.SimpleTime(math.max(0, GetGlobalFloat("ttt_round_end", 0) - CurTime()), "%02i:%02i") ShadowedText(text, "TimeLeft", time_x + margin, time_y, COLOR_WHITE) local tgt = client:GetObserverTarget() if IsValid(tgt) and tgt:IsPlayer() then ShadowedText(tgt:Nick(), "TimeLeft", ScrW() / 2, margin, COLOR_WHITE, TEXT_ALIGN_CENTER) elseif IsValid(tgt) and tgt:GetNWEntity("spec_owner", nil) == client then PunchPaint(client) else ShadowedText(interp(L.spec_help, key_params), "TabLarge", ScrW() / 2, margin, COLOR_WHITE, TEXT_ALIGN_CENTER) end end local ttt_health_label = CreateClientConVar("ttt_health_label", "0", true) local function InfoPaint(client) local L = GetLang() local width = 250 local height = 90 local x = margin local y = ScrH() - margin - height DrawBg(x, y, width, height, client) local bar_height = 25 local bar_width = width - (margin*2) -- Draw health local health = math.max(0, client:Health()) local health_y = y + margin PaintBar(x + margin, health_y, bar_width, bar_height, health_colors, health/100) ShadowedText(tostring(health), "HealthAmmo", bar_width, health_y, COLOR_WHITE, TEXT_ALIGN_RIGHT, TEXT_ALIGN_RIGHT) if ttt_health_label:GetBool() then local health_status = util.HealthToString(health) draw.SimpleText(L[health_status], "TabLarge", x + margin*2, health_y + bar_height/2, COLOR_WHITE, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) end -- Draw ammo if client:GetActiveWeapon().Primary then local ammo_clip, ammo_max, ammo_inv = GetAmmo(client) if ammo_clip != -1 then local ammo_y = health_y + bar_height + margin PaintBar(x+margin, ammo_y, bar_width, bar_height, ammo_colors, ammo_clip/ammo_max) local text = string.format("%i + %02i", ammo_clip, ammo_inv) ShadowedText(text, "HealthAmmo", bar_width, ammo_y, COLOR_WHITE, TEXT_ALIGN_RIGHT, TEXT_ALIGN_RIGHT) end end -- Draw traitor state local round_state = GAMEMODE.round_state local traitor_y = y - 30 local text = nil if round_state == ROUND_ACTIVE then text = L[ client:GetRoleStringRaw() ] else text = L[ roundstate_string[round_state] ] end ShadowedText(text, "TraitorState", x + margin + 73, traitor_y, COLOR_WHITE, TEXT_ALIGN_CENTER) -- Draw round time local is_haste = HasteMode() an
restart the server?
Thanks for the help!
Sorry, you need to Log In to post a reply to this thread.