VGUI Health bar
VGUI health bar
Well the VGUI Image Progress bar didn't help me mutch because i had problems with updating the Health bar.Buti found on a one russian website a Russian tutorial on how to make a VGUI Health Bar.This tutorial is purely a Copy N Paste tutorial.And it works on both EP1 and OB engines.
Code
First create a hud_hull.cpp in your CLIENT part your code.And paste this to hud_hull.cpp
#include "cbase.h"
- include "hud.h"
- include "hud_hull.h"
- include "hud_macros.h"
//#include "c_sdk_player.h"
- include "iclientmode.h"
- include <vgui_controls/AnimationController.h>
- include <vgui/ISurface.h>
- include <vgui/ILocalize.h>
using namespace vgui;
- include "tier0/memdbgon.h"
DECLARE_HUDELEMENT( CHudHull );
- define HULL_INIT 80
//------------------------------------------------------------------------
// Purpose: Constructor
//------------------------------------------------------------------------
CHudHull::CHudHull( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudHull" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------
void CHudHull::Init( void )
{
m_flHull = HULL_INIT;
m_nHullLow = -1;
SetBgColor(Color(0,0,0,128));
}
//------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------
void CHudHull::Reset( void )
{
Init();
}
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------
void CHudHull::OnThink( void )
{
float newHull = 0;
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
if ( !local )
return;
newHull = local->GetHealth();
// Only update the fade if we've changed health
if ( newHull == m_flHull )
{
return;
}
m_flHull = newHull;
}
//------------------------------------------------------------------------
// Purpose: draws the power bar
//------------------------------------------------------------------------
void CHudHull::Paint()
{
// get bar chunks
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f );
// draw the suit power bar
surface()->DrawSetColor( m_HullColor );
int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
{for (int i = 0; i < enabledChunks; i++)
{
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
}}
// draw the exhausted portion of the bar.
surface()->DrawSetColor( Color( m_HullColor[0], m_HullColor[1], m_HullColor[2], m_iHullDisabledAlpha ) );
{for (int i = enabledChunks; i < chunkCount; i++)
{
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
}}
// draw our name
surface()->DrawSetTextFont(m_hTextFont);
surface()->DrawSetTextColor(m_HullColor);
surface()->DrawSetTextPos(text_xpos, text_ypos);
//wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER");
surface()->DrawPrintText(L"HULL", wcslen(L"HULL"));
}