local body_part = {}; local singletons; local customization_menu; local config; local table_helpers; local health_UI_entity; local stamina_UI_entity; local rage_UI_entity; local body_part_UI_entity; local screen; local drawing; local part_names; local time; local sdk = sdk; local tostring = tostring; local pairs = pairs; local ipairs = ipairs; local tonumber = tonumber; local require = require; local pcall = pcall; local table = table; local string = string; local Vector3f = Vector3f; local d2d = d2d; local math = math; local json = json; local log = log; local fs = fs; local next = next; local type = type; local setmetatable = setmetatable; local getmetatable = getmetatable; local assert = assert; local select = select; local coroutine = coroutine; local utf8 = utf8; local re = re; local imgui = imgui; local draw = draw; local Vector2f = Vector2f; local reframework = reframework; body_part.list = {}; function body_part.new(id, name) local part = {}; part.id = id; part.health = 9999; part.max_health = 99999; part.health_percentage = 0; part.break_health = 9999; part.break_max_health = 99999; part.break_health_percentage = 0; part.lost_health = 9999; part.loss_max_health = 99999; part.loss_health_percentage = 0; part.name = name; part.flinch_count = 0; part.break_count = 0; part.break_max_count = 0; part.last_change_time = time.total_elapsed_script_seconds; return part; end function body_part.update_flinch(part, part_current, part_max) if part_current > part.health then part.flinch_count = part.flinch_count + 1; end if part.health ~= part_current then part.last_change_time = time.total_elapsed_script_seconds; end if part.max_health ~= part_max then part.last_change_time = time.total_elapsed_script_seconds; end part.health = part_current; part.max_health = part_max; if part.max_health ~= 0 then part.health_percentage = part.health / part.max_health; end end function body_part.update_break(part, part_break_current, part_break_max, part_break_count, part_break_max_count) if part.break_health ~= part_break_current then part.last_change_time = time.total_elapsed_script_seconds; end if part.break_max_health ~= part_break_max then part.last_change_time = time.total_elapsed_script_seconds; end if part.break_count ~= part_break_count then part.last_change_time = time.total_elapsed_script_seconds; end if part.break_max_count ~= part_break_max_count then part.last_change_time = time.total_elapsed_script_seconds; end part.break_health = part_break_current; part.break_max_health = part_break_max; part.break_count = part_break_count; part.break_max_count = part_break_max_count; if part.break_max_health ~= 0 then part.break_health_percentage = part.break_health / part.break_max_health; end end function body_part.update_loss(part, part_loss_current, part_loss_max, is_severed) if part.loss_health ~= part_loss_current then part.last_change_time = time.total_elapsed_script_seconds; end if part.loss_max_health ~= part_loss_max then part.last_change_time = time.total_elapsed_script_seconds; end if part.is_severed ~= is_severed then part.last_change_time = time.total_elapsed_script_seconds; end part.loss_health = part_loss_current; part.loss_max_health = part_loss_max; part.is_severed = is_severed; if part.loss_max_health ~= 0 then part.loss_health_percentage = part.loss_health / part.loss_max_health; end end function body_part.draw(monster, part_UI, cached_config, parts_position_on_screen, opacity_scale) local cached_config = cached_config.body_parts; local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier; local displayed_parts = {}; for REpart, part in pairs(monster.parts) do local health_supported = part.max_health > 0; local break_supported = part.break_max_health > 0; local severe_supported = part.loss_max_health > 0; if cached_config.settings.filter_mode == "Current State" then if break_supported and part.break_count >= part.break_max_count then break_supported = false; end if severe_supported and part.is_severed then severe_supported = false; end end if health_supported then if break_supported then if severe_supported then if not cached_config.filter.health_break_severe then goto continue end else if not cached_config.filter.health_break then goto continue end end else if severe_supported then if not cached_config.filter.health_severe then goto continue end else if not cached_config.filter.health then goto continue end end end else if break_supported then if severe_supported then if not cached_config.filter.break_severe then goto continue end else if not cached_config.filter.break_ then goto continue end end else if severe_supported then if not cached_config.filter.severe then goto continue end else goto continue end end end if cached_config.settings.hide_undamaged_parts and ((part.health == part.max_health and part.flinch_count == 0) or not health_supported) and ((part.break_health == part.break_max_health and part.break_count == 0) or not break_supported) and ((part.loss_health == part.loss_max_health and not part.is_severed) or not severe_supported) then goto continue end if (not part_UI.flinch_visibility or not health_supported) and (not part_UI.break_visibility or not break_supported or part.break_count >= part.break_max_count) and (not part_UI.loss_visibility or not severe_supported or part.is_severed) then goto continue end if cached_config.settings.time_limit ~= 0 and time.total_elapsed_script_seconds - part.last_change_time > cached_config.settings.time_limit then goto continue end table.insert(displayed_parts, part); ::continue:: end if cached_config.sorting.type == "Normal" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.id > right.id; end); else table.sort(displayed_parts, function(left, right) return left.id < right.id; end); end elseif cached_config.sorting.type == "Health" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.health > right.health; end); else table.sort(displayed_parts, function(left, right) return left.health < right.health; end); end elseif cached_config.sorting.type == "Health Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.health_percentage > right.health_percentage; end); else table.sort(displayed_parts, function(left, right) return left.health_percentage < right.health_percentage; end); end elseif cached_config.sorting.type == "Flinch Count" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.flinch_count > right.flinch_count; end); else table.sort(displayed_parts, function(left, right) return left.flinch_count < right.flinch_count; end); end elseif cached_config.sorting.type == "Break Health" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.break_health > right.break_health; end); else table.sort(displayed_parts, function(left, right) return left.break_health < right.break_health; end); end elseif cached_config.sorting.type == "Break Health Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.break_health_percentage > right.break_health_percentage; end); else table.sort(displayed_parts, function(left, right) return left.break_health_percentage < right.break_health_percentage; end); end elseif cached_config.sorting.type == "Break Count" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.break_count > right.break_count; end); else table.sort(displayed_parts, function(left, right) return left.break_count < right.break_count; end); end elseif cached_config.sorting.type == "Sever Health" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.loss_health > right.loss_health; end); else table.sort(displayed_parts, function(left, right) return left.loss_health < right.loss_health; end); end elseif cached_config.sorting.type == "Sever Health Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_parts, function(left, right) return left.loss_health_percentage > right.loss_health_percentage; end); else table.sort(displayed_parts, function(left, right) return left.loss_health_percentage < right.loss_health_percentage; end); end end local last_part_position_on_screen; for j, part in ipairs(displayed_parts) do local part_position_on_screen = { x = parts_position_on_screen.x + cached_config.spacing.x * (j - 1) * global_scale_modifier, y = parts_position_on_screen.y + cached_config.spacing.y * (j - 1) * global_scale_modifier; }; body_part_UI_entity.draw(part, part_UI, cached_config, part_position_on_screen, opacity_scale); last_part_position_on_screen = part_position_on_screen; end return last_part_position_on_screen; end function body_part.init_module() singletons = require("MHR_Overlay.Game_Handler.singletons"); customization_menu = require("MHR_Overlay.UI.customization_menu"); config = require("MHR_Overlay.Misc.config"); 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"); rage_UI_entity = require("MHR_Overlay.UI.UI_Entities.rage_UI_entity"); body_part_UI_entity = require("MHR_Overlay.UI.UI_Entities.body_part_UI_entity"); screen = require("MHR_Overlay.Game_Handler.screen"); drawing = require("MHR_Overlay.UI.drawing"); part_names = require("MHR_Overlay.Misc.part_names"); time = require("MHR_Overlay.Game_Handler.time"); end return body_part;