local damage_UI_entity = {}; local table_helpers; local drawing; local config; local player; function damage_UI_entity.new(bar, highlighted_bar, player_name_label, value_label, percentage_label) local entity = {}; entity.bar = table_helpers.deep_copy(bar); entity.highlighted_bar = table_helpers.deep_copy(highlighted_bar); entity.player_name_label = table_helpers.deep_copy(player_name_label); entity.value_label = table_helpers.deep_copy(value_label); entity.percentage_label = table_helpers.deep_copy(percentage_label); return entity; end function damage_UI_entity.draw(_player, position_on_screen, opacity_scale, top_damage) local player_include = config.current_config.damage_meter_UI.player_name_label.include.others; if _player.id == _player.myself_id then player_include = config.current_config.damage_meter_UI.player_name_label.include.myself; end local player_name_text = ""; if player_include.hunter_rank then player_name_text = string.format("[%d] ", _player.hunter_rank); end if player_include.word_player then player_name_text = player_name_text .. "Player "; end if player_include.player_id then player_name_text = player_name_text .. string.format("%d ", _player.id); end if player_include.player_name then player_name_text = player_name_text .. _player.name; end local player_damage_percentage = 0; if player.total.display.total_damage ~= 0 then player_damage_percentage = _player.display.total_damage / player.total.display.total_damage; end local player_damage_bar_percentage = 0; if config.current_config.damage_meter_UI.settings.damage_bar_relative_to == "Total Damage" then if _player.total.display.total_damage ~= 0 then player_damage_bar_percentage = _player.display.total_damage / player.total.display.total_damage; end else if top_damage ~= 0 then player_damage_bar_percentage = _player.display.total_damage / top_damage; end end if _player.id == player.myself_id and config.current_config.damage_meter_UI.settings.highlighted_bar == "Me" then drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage); elseif config.current_config.damage_meter_UI.settings.highlighted_bar == "Top Damage" and _player.display.total_damage == top_damage then drawing.draw_bar(_player.damage_UI.highlighted_bar, position_on_screen, opacity_scale, player_damage_bar_percentage); else drawing.draw_bar(_player.damage_UI.bar, position_on_screen, opacity_scale, player_damage_bar_percentage); end drawing.draw_label(_player.damage_UI.player_name_label, position_on_screen, opacity_scale, player_name_text); drawing.draw_label(_player.damage_UI.value_label, position_on_screen, opacity_scale, _player.display.total_damage); drawing.draw_label(_player.damage_UI.percentage_label, position_on_screen, opacity_scale, 100 * player_damage_percentage); end function damage_UI_entity.init_module() table_helpers = require("MHR_Overlay.Misc.table_helpers"); drawing = require("MHR_Overlay.UI.drawing"); config = require("MHR_Overlay.Misc.config"); player = require("MHR_Overlay.Damage_Meter.player"); end return damage_UI_entity;