script_name("damage-indicator-samp-local") script_version("1.1.4") script_authors("Victor Trok", "plasma") local sampev = require "lib.samp.events" local configs = require "damage-indicator-samp.configs" local core = require "damage-indicator-samp.core" local dmg_font_size = configs.dmg_font_size local dmg_font = renderCreateFont("Arial Black", dmg_font_size, 12) local nick_font_size = configs.nick_font_size local nickname_font = renderCreateFont("Arial Black", nick_font_size, 13) local info_velocity = { x = 0.0, y = 0.07 } local given_nick_pos = { x = 0.60, y = 0.42 } local taken_nick_pos = { x = 0.30, y = 0.42 } local given_dmg_pos = { x = 0.60, y = 0.40 } local taken_dmg_pos = { x = 0.30, y = 0.40 } local screen_size = { x = 1920, y = 1080, find_abs_positions = function(self, px, py) local x = px * self.x local y = py * self.y return x, y end } local given_dmg_pool = core.ObjectPool(1, core.GivenDamageInfo) local taken_dmg_pool = core.ObjectPool(1, core.TakenDamageInfo) local has_given_update_finished = true local has_taken_update_finished = true local function update_infos() while true do wait(0) has_given_update_finished = false for _, info in pairs(given_dmg_pool.infos) do info:update() info:render() end core.player_combos:update() has_given_update_finished = true has_taken_update_finished = false for _, info in pairs(taken_dmg_pool.infos) do info:update() info:render() end has_taken_update_finished = true end end function main() while not isSampAvailable() do wait(200) end repeat wait(200) until sampIsLocalPlayerSpawned() local sx, sy = getScreenResolution() screen_size.x = sx screen_size.y = sy print("Lua Version " .. tostring(_VERSION)) print(string.format("Script Version %s | Core Version: %s | Configs Version: %s", tostring(thisScript().version), tostring(core._VERSION), tostring(configs._VERSION))) print(string.format("screen resolution: %d x %d", sx, sy)) core.init(screen_size, dmg_font, nickname_font, configs, info_velocity) given_dmg_pool:init() taken_dmg_pool:init() print("Pools initialized successfully.") lua_thread.create(update_infos) print("Thread initialized successfully.") end local function recycle_taken_dmg_info(info, player_id, nick, nick_color, damage, dmg_color, initial_dmg_pos, initial_nick_pos, timestamp) info.player_id = player_id info.nick = nick info.nick_color = nick_color info.damage = damage info.dmg_color = dmg_color info.initial_dmg_pos = initial_dmg_pos info.initial_nick_pos = initial_nick_pos info.timestamp = timestamp end local function recycle_given_dmg_info(info, player_id, nick, nick_color, is_paused, damage, dmg_color, initial_dmg_pos, initial_nick_pos, combo_count, timestamp) recycle_taken_dmg_info(info, player_id, nick, nick_color, damage, dmg_color, initial_dmg_pos, initial_nick_pos, timestamp) info.is_paused = is_paused info.combo_count = combo_count end local function is_player_id_valid(player_id) return player_id ~= nil and player_id < 65535 end local function get_player_properties(player_id) return sampGetPlayerNickname(player_id), sampGetPlayerColor(player_id), sampIsPlayerPaused(player_id) end function sampev.onSendGiveDamage(player_id, damage, weapon, bodypart) if not is_player_id_valid(player_id) then print("Invalid player_id received from onSendGiveDamage: " .. tostring(player_id)) return end if not sampIsPlayerConnected(player_id) then return end local timestamp = os.clock() print(string.format("timestamp: %s onSendGiveDamage-> pid: %s %s %s", tostring(timestamp), tostring(player_id), tostring(damage), tostring(weapon))) local nick, nick_color, is_paused = get_player_properties(player_id) local info = given_dmg_pool:get() while not has_given_update_finished do wait(0) end core.player_combos:insert(player_id) local combo_count = core.player_combos:find_by_id(player_id).count local dmg_color = bodypart == core.body_parts.HEAD and configs.headshot_color or configs.given_dmg_color recycle_given_dmg_info(info, player_id, nick, nick_color, is_paused, damage, dmg_color, given_dmg_pos, given_nick_pos, combo_count, timestamp) end function sampev.onSendTakeDamage(player_id, damage, weapon, bodypart) if not is_player_id_valid(player_id) then print("Invalid player_id received from onSendTakeDamage: " .. tostring(player_id)) return end if not sampIsPlayerConnected(player_id) then return end local timestamp = os.clock() local nick, nick_color = get_player_properties(player_id) print(string.format("timestamp: %s onSendTakeDamage-> pid: %s %s %s %s", tostring(timestamp), tostring(player_id), tostring(damage), tostring(weapon), tostring(nick))) local info = taken_dmg_pool:get() while not has_taken_update_finished do wait(0) end recycle_taken_dmg_info(info, player_id, nick, nick_color, damage, configs.taken_dmg_color, taken_dmg_pos, taken_nick_pos, timestamp) end