2 948
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2 948
if (血量)
{
int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax));
int MaxHP = (int)Player->HealthMax;
bool bIsDying = (Player->Health == 0.0f) && !Player->bDead;
if (bIsDying && Player->NearDeatchComponent){
MaxHP = (int)Player->NearDeatchComponent->BreathMax;
}
ImU32 current_color;
if (Player->bEnsure){
current_color = IM_COL32(255, 104, 181, 255);
}else{
current_color = u32_hp_high;
float health = Player->Health;
if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low;
}
FVector HeadLocation = Player->GetHeadLocation(true);
HeadLocation.Z += 35.0f;
FVector2D ScreenPos;
bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos);
float barWidth = 55.0f;
float barHeight = 6.0f;
float verticalOffset = 15.0f;
ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset);
ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight);
static std::unordered_map smoothHPValues;
float& smoothHP = smoothHPValues[(uintptr_t)Player];
smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f;
if (!isVisible){
barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight);
barEnd.y = barStart.y + barHeight;
smoothHP = MaxHP;
}
float fillWidth = barWidth * (smoothHP / MaxHP);
ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y);
if (isVisible || smoothHP < MaxHP)
{
draw->AddRectFilled(barStart, fillEnd, current_color);
draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f);
}
}
2 948
if (血量)
{
int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax));
int MaxHP = (int)Player->HealthMax;
bool bIsDying = (Player->Health == 0.0f) && !Player->bDead;
if (bIsDying && Player->NearDeatchComponent){
MaxHP = (int)Player->NearDeatchComponent->BreathMax;
}
ImU32 current_color;
if (Player->bEnsure){
current_color = IM_COL32(255, 104, 181, 255);
}else{
current_color = u32_hp_high;
float health = Player->Health;
if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low;
}
FVector HeadLocation = Player->GetHeadLocation(true);
HeadLocation.Z += 35.0f;
FVector2D ScreenPos;
bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos);
float barWidth = 55.0f;
float barHeight = 6.0f;
float verticalOffset = 15.0f;
ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset);
ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight);
static std::unordered_map smoothHPValues;
float& smoothHP = smoothHPValues[(uintptr_t)Player];
smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f;
if (!isVisible){
barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight);
barEnd.y = barStart.y + barHeight;
smoothHP = MaxHP;
}
float fillWidth = barWidth * (smoothHP / MaxHP);
ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y);
if (isVisible || smoothHP < MaxHP)
{
draw->AddRectFilled(barStart, fillEnd, current_color);
draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f);
}
}
2 948
if (血量)
{
int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax));
int MaxHP = (int)Player->HealthMax;
bool bIsDying = (Player->Health == 0.0f) && !Player->bDead;
if (bIsDying && Player->NearDeatchComponent){
MaxHP = (int)Player->NearDeatchComponent->BreathMax;
}
ImU32 current_color;
if (Player->bEnsure){
current_color = IM_COL32(255, 104, 181, 255);
}else{
current_color = u32_hp_high;
float health = Player->Health;
if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low;
}
FVector HeadLocation = Player->GetHeadLocation(true);
HeadLocation.Z += 35.0f;
FVector2D ScreenPos;
bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos);
float barWidth = 55.0f;
float barHeight = 6.0f;
float verticalOffset = 15.0f;
ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset);
ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight);
static std::unordered_map smoothHPValues;
float& smoothHP = smoothHPValues[(uintptr_t)Player];
smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f;
if (!isVisible){
barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight);
barEnd.y = barStart.y + barHeight;
smoothHP = MaxHP;
}
float fillWidth = barWidth * (smoothHP / MaxHP);
ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y);
if (isVisible || smoothHP < MaxHP)
{
draw->AddRectFilled(barStart, fillEnd, current_color);
draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f);
}
}
2 948
if (血量)
{
int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax));
int MaxHP = (int)Player->HealthMax;
bool bIsDying = (Player->Health == 0.0f) && !Player->bDead;
if (bIsDying && Player->NearDeatchComponent){
MaxHP = (int)Player->NearDeatchComponent->BreathMax;
}
ImU32 current_color;
if (Player->bEnsure){
current_color = IM_COL32(255, 104, 181, 255);
}else{
current_color = u32_hp_high;
float health = Player->Health;
if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low;
}
FVector HeadLocation = Player->GetHeadLocation(true);
HeadLocation.Z += 35.0f;
FVector2D ScreenPos;
bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos);
float barWidth = 55.0f;
float barHeight = 6.0f;
float verticalOffset = 15.0f;
ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset);
ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight);
static std::unordered_map smoothHPValues;
float& smoothHP = smoothHPValues[(uintptr_t)Player];
smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f;
if (!isVisible){
barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight);
barEnd.y = barStart.y + barHeight;
smoothHP = MaxHP;
}
float fillWidth = barWidth * (smoothHP / MaxHP);
ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y);
if (isVisible || smoothHP < MaxHP)
{
draw->AddRectFilled(barStart, fillEnd, current_color);
draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f);
}
}
2 948
Repost from RIAN CHERT【主频道】
挂个人,这个sz👆🏻,我这么长时间一直免费帮他工资都不给我结,一直使唤我,给他当牛做马,其实他自己一点实力都没有就是找别人更新项目我给他做的项目不知道给他带了了多少流量,这种人纯少🐴,户口本就他一个人了😂😂😂,我都懒得说他,自己啥都不会复活源码估计都不会活着干嘛?死了算了😂😂😂😂笑死我了,赶紧种田去吧,这样做人一辈子火不了有他频道的赶紧退了,骗人的东西
感觉去死行吗?做人不行所以项目也不行
乐子永久id
tg://openmessage?user_id=7048777624
2 948
Repost from 李宝贵频道(代理)
下载地址
https://t.me/qxbnb520/267
反馈 @qxbnb78
采用独家美化和独家旁路
稳定性毋庸置疑 当代理联系上面那个 还有独家防录屏
