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ui scale
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@@ -114,7 +114,7 @@ public class Main extends Mod {
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if(player.dst(e) <= max || (control.input.block != null && dst <= max)) {
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if(canHit || settings.getBool("allTargetRange")){
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if(settings.getBool("softRangeDrawing")){
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Lines.stroke(1, Tmp.c1.set(canHit ? e.team.color : Team.derelict.color).a(0.5f));
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Lines.stroke(Scl.scl(), Tmp.c1.set(canHit ? e.team.color : Team.derelict.color).a(0.5f));
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Lines.poly(e.x, e.y, Lines.circleVertices(range), range);
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Fill.light(e.x, e.y, Lines.circleVertices(range), range, Color.clear, Tmp.c1.a(Mathf.clamp(1-((control.input.block != null && dst <= max ? dst : player.dst(e))/max), 0, settings.getInt("softRangeOpacity")/100f)));
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}
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@@ -136,7 +136,7 @@ public class Main extends Mod {
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if(Vars.player.dst(u) <= max) { // TODO: Store value of rangeRadius as an int, should increase performance
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if (canHit || settings.getBool("allTargetRange")) // Same as above
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if(settings.getBool("softRangeDrawing")){
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Lines.stroke(1, Tmp.c1.set(canHit ? u.team.color : Team.derelict.color).a(0.5f));
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Lines.stroke(Scl.scl(), Tmp.c1.set(canHit ? u.team.color : Team.derelict.color).a(0.5f));
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Lines.poly(u.x, u.y, Lines.circleVertices(range), range);
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Fill.light(u.x, u.y, Lines.circleVertices(range), range, Color.clear, Tmp.c1.a(Math.min(settings.getInt("softRangeOpacity")/100f, 1-Vars.player.dst(u)/max)));
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}
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