<aside> 📦 BARLIB.acs
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<aside> âš¡ void SetMugshotColorGlow(int cyan, int blue, int black)
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By default, when drawing a bar, it will already handle the colors for the base mugshot as well. However, this function can be used to draw a separate mugshot color for the base mugshot from the color being drawn for the bar.
Alternatively, you can use this function to set a mugshot color without even needing to draw a bar!
cyan
: Int - The palette color to change palette color 192 (cyan) to.blue
: Int - The palette color to change palette color 198 (blue) to.black
: Int - The palette color to change palette color 0 (black) to.Homing Sniper shows the charge animation on the mugshot while the bar shows a simple overlay bar, the code below is how it accomplishes that.
actor HomingSniperWep_NormalBar : NormalBar { args 192, 230 }
actor HomingSniperWep_ScriptBar : ScriptBar {}
script "DrawBar_HomingSniperWep" (void) {
if(GetUserCvar(ConsolePlayerNumber(),"mm8bdm_usechargebars")) {
if(CheckInventory("WeaponChargeLevel") >= 2) {
if(Timer() % 3 == 1) {
SetMugshotColorGlow(0,192,230);
} else if (Timer() % 3 == 2) {
SetMugshotColorGlow(230,0,192);
} else if (Timer() % 3 == 0) {
SetMugshotColor(192,230);
}
} else if(CheckInventory("WeaponChargeLevel") >= 1) {
if(Timer() % 2 == 1) {
SetMugshotColorGlow(192,230,26);
} else {
SetMugshotColor(192,230);
}
} else {
SetMugshotColor(192,230);
}
} else {
SetMugshotColor(192,230);
}
if(CheckInventory("HomingSniperCharge") > 0) SetOverlayBar(CheckInventory("HomingSniperCharge"), 4);
}