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if (Health) {
int CurHP = (int) std::max(0, std::min(
(int) Player->Health,
(int) Player->HealthMax));
int MaxHP = (int) Player->HealthMax;
long HPColor;
if (Health < 25)
HPColor = IM_COL32(255, 0, 0, 70);
else if (Health < 50)
HPColor = IM_COL32(255, 165, 0, 70);
else if ( Health < 75)
HPColor = IM_COL32(220, 255, 0, 70);
else
HPColor = Colorhealth;
if (Player->Health == 0.0f && !Player->bDead) {
SCOLOR = IM_COL32(250, 0, 0, 80);
PlayerBoxClrCf = IM_COL32(255, 255, 0, 255);
HPColor = IM_COL32(255, 100, 0, 35);HPColor = IM_COL32(255, 100, 0, 40);
CurHP = Player->NearDeathBreath;
if (Player->NearDeatchComponent) {
MaxHP = Player->NearDeatchComponent->BreathMax;
}
}
float boxWidth = density / 1.6f;
boxWidth -= std::min(
((boxWidth / 2) / 0.001f) * Distance,
boxWidth / 2);
float boxHeight = boxWidth * 0.15f;
ImVec2 vStart = {HeadPosSC.x - (boxWidth / 2),
HeadPosSC.y -
(boxHeight * 2.001f)};
ImVec2 vEndFilled = {
vStart.x + (CurHP * boxWidth / MaxHP),
vStart.y + boxHeight};
ImVec2 vEndRect = {vStart.x + boxWidth,
vStart.y + boxHeight};
draw->AddRectFilled(vStart, vEndFilled, HPColor,
10.0f);
draw->AddRect(vStart, vEndRect,
healthOutline, 1.0f);
}
}
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