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https://gitlab.com/veloren/veloren.git
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Make nametag positioning slightly better
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f8283116a8
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@ -15,6 +15,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Changed
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- Brighter / higher contrast main-map
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- Removed highlighting of non-collectible sprites
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### Removed
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@ -101,9 +101,9 @@ impl Body {
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// TODO: Improve these values (some might be reliant on more info in inner type)
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match self {
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Body::Humanoid(_) => 0.5,
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Body::QuadrupedSmall(_) => 0.6,
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Body::QuadrupedSmall(_) => 0.3,
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Body::QuadrupedMedium(_) => 0.9,
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Body::Critter(_) => 0.5,
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Body::Critter(_) => 0.2,
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Body::BirdMedium(_) => 0.5,
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Body::FishMedium(_) => 0.5,
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Body::Dragon(_) => 2.5,
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@ -113,6 +113,9 @@ impl Body {
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Body::Object(_) => 0.3,
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}
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}
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// Note: currently assumes sphericality
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pub fn height(&self) -> f32 { self.radius() * 2.0 }
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}
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impl Component for Body {
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@ -546,6 +546,7 @@ impl Hud {
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let interpolated = ecs.read_storage::<vcomp::Interpolated>();
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let players = ecs.read_storage::<comp::Player>();
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let scales = ecs.read_storage::<comp::Scale>();
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let bodies = ecs.read_storage::<comp::Body>();
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let entities = ecs.entities();
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let me = client.entity();
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let own_level = stats
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@ -609,6 +610,8 @@ impl Hud {
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// Max amount the sct font size increases when "flashing"
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const FLASH_MAX: f32 = 25.0;
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const BARSIZE: f64 = 2.0;
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const MANA_BAR_HEIGHT: f64 = BARSIZE * 1.5;
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const MANA_BAR_Y: f64 = MANA_BAR_HEIGHT / 2.0;
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// Get player position.
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let player_pos = client
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.state()
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@ -628,22 +631,23 @@ impl Hud {
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let mut sct_id_walker = self.ids.scts.walk();
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// Render Health Bars
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for (pos, stats, energy, scale, hp_floater_list) in (
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for (pos, stats, energy, height_offset, hp_floater_list) in (
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&entities,
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&pos,
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interpolated.maybe(),
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&stats,
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&energy,
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scales.maybe(),
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&bodies,
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&hp_floater_lists,
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)
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.join()
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.filter(|(entity, _, _, stats, _, _, _)| {
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.filter(|(entity, _, _, stats, _, _, _, _)| {
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*entity != me && !stats.is_dead
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//&& stats.health.current() != stats.health.maximum()
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})
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// Don't show outside a certain range
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.filter(|(_, pos, _, _, _, _, hpfl)| {
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.filter(|(_, pos, _, _, _, _, _, hpfl)| {
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pos.0.distance_squared(player_pos)
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< (if hpfl
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.time_since_last_dmg_by_me
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@ -655,12 +659,13 @@ impl Hud {
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})
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.powi(2)
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})
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.map(|(_, pos, interpolated, stats, energy, scale, f)| {
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.map(|(_, pos, interpolated, stats, energy, scale, body, f)| {
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(
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interpolated.map_or(pos.0, |i| i.pos),
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stats,
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energy,
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scale.map_or(1.0, |s| s.0),
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// TODO: when body.height() is more accurate remove the 2.0
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body.height() * 2.0 * scale.map_or(1.0, |s| s.0),
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f,
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)
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})
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@ -687,13 +692,15 @@ impl Hud {
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let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 1.0; //Animation timer
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let crit_hp_color: Color = Color::Rgba(0.79, 0.19, 0.17, hp_ani);
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let ingame_pos = pos + Vec3::unit_z() * height_offset;
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// Background
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Rectangle::fill_with(
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[82.0 * BARSIZE + 1.0, 8.0 * BARSIZE + 1.0],
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[82.0 * BARSIZE + 1.0, 8.0],
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Color::Rgba(0.1, 0.1, 0.1, 0.9),
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)
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.x_y(0.0, -25.0)
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.x_y(0.0, MANA_BAR_Y + 7.0) //-25.0)
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.position_ingame(ingame_pos)
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.set(back_id, ui_widgets);
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// % HP Filling
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@ -701,7 +708,7 @@ impl Hud {
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.w_h(72.9 * (hp_percentage / 100.0) * BARSIZE, 5.9 * BARSIZE)
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.x_y(
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(4.5 + (hp_percentage / 100.0 * 36.45 - 36.45)) * BARSIZE,
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-23.0,
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MANA_BAR_Y + 9.0,
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)
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.color(Some(if hp_percentage <= 25.0 {
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crit_hp_color
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@ -710,29 +717,29 @@ impl Hud {
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} else {
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HP_COLOR
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}))
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.position_ingame(ingame_pos)
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.set(health_bar_id, ui_widgets);
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// % Mana Filling
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Rectangle::fill_with(
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[
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73.0 * (energy.current() as f64 / energy.maximum() as f64) * BARSIZE,
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1.5 * BARSIZE,
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MANA_BAR_HEIGHT,
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],
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MANA_COLOR,
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)
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.x_y(
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((4.5 + (energy_percentage / 100.0 * 36.5)) - 36.45) * BARSIZE,
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-32.0,
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MANA_BAR_Y, //-32.0,
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)
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.position_ingame(ingame_pos)
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.set(mana_bar_id, ui_widgets);
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// Foreground
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Image::new(self.imgs.enemy_health)
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.w_h(84.0 * BARSIZE, 10.0 * BARSIZE)
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.x_y(0.0, -25.5)
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.x_y(0.0, MANA_BAR_Y + 6.5) //-25.5)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.99)))
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.position_ingame(ingame_pos)
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.set(front_id, ui_widgets);
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// Enemy SCT
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@ -794,7 +801,7 @@ impl Hud {
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// Timer sets the widget offset
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let y = (timer as f64 / crate::ecs::sys::floater::HP_SHOWTIME as f64
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* number_speed)
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+ 30.0;
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+ 100.0;
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// Timer sets text transparency
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let fade = ((crate::ecs::sys::floater::HP_SHOWTIME - timer) * 0.25) + 0.2;
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@ -802,7 +809,7 @@ impl Hud {
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.font_size(font_size)
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.color(Color::Rgba(0.0, 0.0, 0.0, fade))
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.x_y(0.0, y - 3.0)
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale as f32 + 1.8))
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.position_ingame(ingame_pos)
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.set(sct_bg_id, ui_widgets);
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Text::new(&format!("{}", hp_damage.abs()))
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.font_size(font_size)
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@ -812,7 +819,7 @@ impl Hud {
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} else {
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Color::Rgba(0.1, 1.0, 0.1, fade)
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})
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale as f32 + 1.8))
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.position_ingame(ingame_pos)
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.set(sct_id, ui_widgets);
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} else {
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for floater in floaters {
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@ -838,7 +845,7 @@ impl Hud {
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let y = (floater.timer as f64
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/ crate::ecs::sys::floater::HP_SHOWTIME as f64
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* number_speed)
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+ 30.0;
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+ 100.0;
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// Timer sets text transparency
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let fade = ((crate::ecs::sys::floater::HP_SHOWTIME - floater.timer)
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* 0.25)
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@ -852,9 +859,7 @@ impl Hud {
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Color::Rgba(0.1, 1.0, 0.1, 0.0)
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})
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.x_y(0.0, y - 3.0)
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.position_ingame(
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pos + Vec3::new(0.0, 0.0, 1.5 * scale as f32 + 1.8),
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)
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.position_ingame(ingame_pos)
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.set(sct_bg_id, ui_widgets);
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Text::new(&format!("{}", (floater.hp_change).abs()))
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.font_size(font_size)
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@ -864,9 +869,7 @@ impl Hud {
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} else {
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Color::Rgba(0.1, 1.0, 0.1, 0.0)
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})
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.position_ingame(
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pos + Vec3::new(0.0, 0.0, 1.5 * scale as f32 + 1.8),
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)
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.position_ingame(ingame_pos)
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.set(sct_id, ui_widgets);
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}
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}
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@ -1105,19 +1108,20 @@ impl Hud {
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}
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// Render Name Tags
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for (pos, name, level, scale) in (
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for (pos, name, level, height_offset) in (
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&entities,
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&pos,
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interpolated.maybe(),
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&stats,
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players.maybe(),
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scales.maybe(),
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&bodies,
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&hp_floater_lists,
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)
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.join()
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.filter(|(entity, _, _, stats, _, _, _)| *entity != me && !stats.is_dead)
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.filter(|(entity, _, _, stats, _, _, _, _)| *entity != me && !stats.is_dead)
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// Don't show outside a certain range
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.filter(|(_, pos, _, _, _, _, hpfl)| {
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.filter(|(_, pos, _, _, _, _, _, hpfl)| {
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pos.0.distance_squared(player_pos)
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< (if hpfl
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.time_since_last_dmg_by_me
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@ -1129,7 +1133,7 @@ impl Hud {
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})
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.powi(2)
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})
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.map(|(_, pos, interpolated, stats, player, scale, _)| {
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.map(|(_, pos, interpolated, stats, player, scale, body, _)| {
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// TODO: This is temporary
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// If the player used the default character name display their name instead
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let name = if stats.name == "Character Name" {
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@ -1141,7 +1145,7 @@ impl Hud {
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interpolated.map_or(pos.0, |i| i.pos),
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format!("{}", name),
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stats.level,
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scale.map_or(1.0, |s| s.0),
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body.height() * 2.0 * scale.map_or(1.0, |s| s.0),
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)
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})
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{
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@ -1160,18 +1164,20 @@ impl Hud {
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&mut ui_widgets.widget_id_generator(),
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);
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let ingame_pos = pos + Vec3::unit_z() * height_offset;
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// Name
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Text::new(&name)
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.font_size(30)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.x_y(-1.0, 16.0)
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.x_y(-1.0, MANA_BAR_Y + 48.0)
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.position_ingame(ingame_pos)
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.set(name_bg_id, ui_widgets);
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Text::new(&name)
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.font_size(30)
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.color(Color::Rgba(0.61, 0.61, 0.89, 1.0))
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.x_y(0.0, 18.0)
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.x_y(0.0, MANA_BAR_Y + 50.0)
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.position_ingame(ingame_pos)
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.set(name_id, ui_widgets);
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// Level
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@ -1200,8 +1206,8 @@ impl Hud {
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} else {
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EQUAL
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})
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.x_y(-37.0 * BARSIZE, -23.0)
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.x_y(-37.0 * BARSIZE, MANA_BAR_Y + 9.0)
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.position_ingame(ingame_pos)
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.set(level_id, ui_widgets);
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if level_comp > 9 {
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let skull_ani = ((self.pulse * 0.7/* speed factor */).cos() * 0.5 + 0.5) * 10.0; //Animation timer
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@ -1211,9 +1217,9 @@ impl Hud {
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self.imgs.skull
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})
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.w_h(18.0 * BARSIZE, 18.0 * BARSIZE)
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.x_y(-39.0 * BARSIZE, -25.0)
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.x_y(-39.0 * BARSIZE, MANA_BAR_Y + 7.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
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.position_ingame(pos + Vec3::new(0.0, 0.0, 1.5 * scale + 1.5))
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.position_ingame(ingame_pos)
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.set(level_skull_id, ui_widgets);
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}
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}
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