local small_monster_UI = {}; local singletons; local config; local small_monster; local customization_menu; local screen; local player; local drawing; local table_helpers; local health_UI_entity; local stamina_UI_entity; function small_monster_UI.draw() if singletons.enemy_manager == nil then return; end local displayed_monsters = {}; local enemy_count = singletons.enemy_manager:call("getZakoEnemyCount"); if enemy_count == nil then customization_menu.status = "No enemy count"; return; end for i = 0, enemy_count - 1 do local enemy = singletons.enemy_manager:call("getZakoEnemy", i); if enemy == nil then customization_menu.status = "No enemy"; break end local monster = small_monster.list[enemy]; if monster == nil then customization_menu.status = "No monster hp entry"; break end table.insert(displayed_monsters, monster); end if not config.current_config.small_monster_UI.dynamic_positioning.enabled then -- sort here if config.current_config.small_monster_UI.static_sorting.type == "Normal" and config.current_config.small_monster_UI.static_sorting.reversed_order then local reversed_monsters = {}; for i = #displayed_monsters, 1, -1 do table.insert(reversed_monsters, displayed_monsters[i]); end displayed_monsters = reversed_monsters; elseif config.current_config.small_monster_UI.static_sorting.type == "Health" then if config.current_config.small_monster_UI.static_sorting.reversed_order then table.sort(displayed_monsters, function(left, right) return left.health > right.health; end); else table.sort(displayed_monsters, function(left, right) return left.health < right.health; end); end elseif config.current_config.small_monster_UI.static_sorting.type == "Health Percentage" then if config.current_config.small_monster_UI.static_sorting.reversed_order then table.sort(displayed_monsters, function(left, right) return left.health_percentage > right.health_percentage; end); else table.sort(displayed_monsters, function(left, right) return left.health_percentage < right.health_percentage; end); end end end local i = 0; for _, monster in ipairs(displayed_monsters) do local position_on_screen; if config.current_config.small_monster_UI.dynamic_positioning.enabled then local world_offset = Vector3f.new(config.current_config.small_monster_UI.dynamic_positioning.world_offset.x, config.current_config.small_monster_UI.dynamic_positioning.world_offset.y, config.current_config.small_monster_UI.dynamic_positioning.world_offset.z); position_on_screen = draw.world_to_screen(monster.position + world_offset); if position_on_screen == nil then goto continue end position_on_screen.x = position_on_screen.x + config.current_config.small_monster_UI.dynamic_positioning.viewport_offset.x; position_on_screen.y = position_on_screen.y + config.current_config.small_monster_UI.dynamic_positioning.viewport_offset.y; else position_on_screen = screen.calculate_absolute_coordinates(config.current_config.small_monster_UI.static_position); if config.current_config.small_monster_UI.settings.orientation == "Horizontal" then position_on_screen.x = position_on_screen.x + config.current_config.small_monster_UI.static_spacing.x * i; else position_on_screen.y = position_on_screen.y + config.current_config.small_monster_UI.static_spacing.y * i; end end local opacity_scale = 1; if config.current_config.small_monster_UI.dynamic_positioning.enabled then if config.current_config.small_monster_UI.dynamic_positioning.max_distance == 0 then return; end local distance = (player.myself_position - monster.position):length(); if distance > config.current_config.small_monster_UI.dynamic_positioning.max_distance then goto continue; end if config.current_config.small_monster_UI.dynamic_positioning.opacity_falloff then opacity_scale = 1 - (distance / config.current_config.small_monster_UI.dynamic_positioning.max_distance); end end small_monster.draw(monster, position_on_screen, opacity_scale); i = i + 1; ::continue:: end end function small_monster_UI.init_module() singletons = require("MHR_Overlay.Game_Handler.singletons"); config = require("MHR_Overlay.Misc.config"); customization_menu = require("MHR_Overlay.UI.customization_menu"); small_monster = require("MHR_Overlay.Monsters.small_monster"); screen = require("MHR_Overlay.Game_Handler.screen"); player = require("MHR_Overlay.Damage_Meter.player"); drawing = require("MHR_Overlay.UI.drawing"); table_helpers = require("MHR_Overlay.Misc.table_helpers"); health_UI_entity = require("MHR_Overlay.UI.UI_Entities.health_UI_entity"); stamina_UI_entity = require("MHR_Overlay.UI.UI_Entities.stamina_UI_entity"); end return small_monster_UI;