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Enable # 000000 colors


Spyke25

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Is that ok?

addEventHandler ( "onClientRender", g_Root, 
    function() 
        -- Hideous quick fix -- 
        for i,player in ipairs(g_Players) do 
            if player ~= g_Me then 
                setPlayerNametagShowing ( player, false ) 
                if not nametags[player] then 
                    nametag.create ( player ) 
                end 
            end 
        end 
        if bHideNametags then 
            return 
        end 
        local x,y,z = getCameraMatrix() 
        for player in pairs(nametags) do 
            while true do 
                if not isPedInVehicle(player) or isPlayerDead(player) then break end 
                local vehicle = getPedOccupiedVehicle(player) 
                local px,py,pz = getElementPosition ( vehicle ) 
                local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) 
                if pdistance <= NAMETAG_DISTANCE then 
                    --Get screenposition 
                    local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) 
                    if not sx or not sy then break end 
                    --Calculate our components 
                    local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) 
                    local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) 
                    alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) 
                    scale = math.evalCurve(maxScaleCurve,scale) 
                    local textscale = math.evalCurve(textScaleCurve,scale) 
                    local textalpha = math.evalCurve(textAlphaCurve,alpha) 
                    local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) 
                    --Draw our text 
                    local r,g,b = 255,255,255 
                    local team = getPlayerTeam(player) 
                    if team then 
                        r,g,b = getTeamColor(team) 
                    end 
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
                    --dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false ) 
                    dxDrawText ( getPlayerName(player), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, "bankgothic", "center", "bottom", false, false, false ) 
                    dxDrawColorText( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, 'bankgothic', 'center', 'bottom' ) 
                    --We draw three parts to make the healthbar.  First the outline/background 
                    local drawX = sx - NAMETAG_WIDTH*scale/2 
                    drawY = sy + offset 
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale 
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) 
                    --Next the inner background 
                    local health = getElementHealth(vehicle) 
                    health = math.max(health - 250, 0)/750 
                    local p = -510*(health^2) 
                    --local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) 
                    
          dxDrawRectangle (     drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        width - outlineThickness*2, 
                                        height - outlineThickness*2, 
                                        tocolor(178,178,178,0.4*alpha) 
                                    ) 
                    --Finally, the actual health 
          
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        health*(width - outlineThickness*2), 
                                        height - outlineThickness*2, 
                                        tocolor(r,g,b,alpha) 
                                    )           
                end 
                break 
            end 
        end 
    end 
) 
  
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY) 
  if alignX then 
    if alignX == "center" then 
      local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) 
      ax = ax + (bx-ax)/2 - w/2 
    elseif alignX == "right" then 
      local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) 
      ax = bx - w 
    end 
  end 
  
  if alignY then 
    if alignY == "center" then 
      local h = dxGetFontHeight(scale, font) 
      ay = ay + (by-ay)/2 - h/2 
    elseif alignY == "bottom" then 
      local h = dxGetFontHeight(scale, font) 
      ay = by - h 
    end 
  end 
  
  local pat = "(.-)#(%x%x%x%x%x%x)" 
  local s, e, cap, col = str:find(pat, 1) 
  local last = 1 
  while s do 
    if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end 
    if s ~= 1 or cap ~= "" then 
      local w = dxGetTextWidth(cap, scale, font) 
      dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) 
      ax = ax + w 
      color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) 
    end 
    last = e + 1 
    s, e, cap, col = str:find(pat, last) 
  end 
  if last <= #str then 
    cap = str:sub(last) 
    local w = dxGetTextWidth(cap, scale, font) 
    dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) 
  end 
end 

If yea, where i need to put that? Thanks.

Link to comment

No i have taken it by another discussion.

Anyway, i tested this, and the result was :

The script works, but now i have 2 nametags, the default one, and the colored one, the script is this :

nametag = {} 
local nametags = {}
local g_screenX,g_screenY = guiGetScreenSize()
local bHideNametags = false
 
local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions
local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out
local NAMETAG_DISTANCE = 120 --Distance until we're gone
local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag
--The following arent actual pixel measurements, they're just proportional constraints
local NAMETAG_TEXT_BAR_SPACE = 2
local NAMETAG_WIDTH = 50
local NAMETAG_HEIGHT = 5
local NAMETAG_TEXTSIZE = 0.7
local NAMETAG_OUTLINE_THICKNESS = 1.2
--
local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE
NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY
 
-- Ensure the name tag doesn't get too big
local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} }
-- Ensure the text doesn't get too small/unreadable
local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} }
-- Make the text a bit brighter and fade more gradually
local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} }
 
function nametag.create ( player )
    nametags[player] = true
end
 
function nametag.destroy ( player )
    nametags[player] = nil
end
 
addEventHandler ( "onClientRender", g_Root,
    function()
        -- Hideous quick fix --
        for i,player in ipairs(g_Players) do
            if player ~= g_Me then
                setPlayerNametagShowing ( player, false )
                if not nametags[player] then
                    nametag.create ( player )
                end
            end
        end
        if bHideNametags then
            return
        end
        local x,y,z = getCameraMatrix()
        for player in pairs(nametags) do
            while true do
                if not isPedInVehicle(player) or isPlayerDead(player) then break end
                local vehicle = getPedOccupiedVehicle(player)
                local px,py,pz = getElementPosition ( vehicle )
                local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz )
                if pdistance <= NAMETAG_DISTANCE then
                    --Get screenposition
                    local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 )
                    if not sx or not sy then break end
                    --Calculate our components
                    local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE))
                    local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF)
                    alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA)
                    scale = math.evalCurve(maxScaleCurve,scale)
                    local textscale = math.evalCurve(textScaleCurve,scale)
                    local textalpha = math.evalCurve(textAlphaCurve,alpha)
                    local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale)
                    --Draw our text
                    local r,g,b = 255,255,255
                    local team = getPlayerTeam(player)
                    if team then
                        r,g,b = getTeamColor(team)
                    end
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2
                    dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false )
                    --We draw three parts to make the healthbar.  First the outline/background
                    local drawX = sx - NAMETAG_WIDTH*scale/2
                    drawY = sy + offset
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) )
                    --Next the inner background
                    local health = getElementHealth(vehicle)
                    health = math.max(health - 250, 0)/750
                    local p = -510*(health^2)
                    local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0)
                    dxDrawRectangle (   drawX + outlineThickness,
                                        drawY + outlineThickness,
                                        width - outlineThickness*2,
                                        height - outlineThickness*2,
                                        tocolor(r,g,0,0.4*alpha)
                                    )
                    --Finally, the actual health
                    dxDrawRectangle (   drawX + outlineThickness,
                                        drawY + outlineThickness,
                                        health*(width - outlineThickness*2),
                                        height - outlineThickness*2,
                                        tocolor(r,g,0,alpha)
                                    )          
                end
                break
            end
        end
    end
)
 
 
---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS-----------------
addEventHandler('onClientResourceStart', g_ResRoot,
    function()
        for i,player in ipairs(getElementsByType"player") do
            if player ~= g_Me then
                nametag.create ( player )
            end
        end
    end
)
 
addEventHandler ( "onClientPlayerJoin", g_Root,
    function()
        if source == g_Me then return end
        setPlayerNametagShowing ( source, false )
        nametag.create ( source )
    end
)
 
addEventHandler ( "onClientPlayerQuit", g_Root,
    function()
        nametag.destroy ( source )
    end
)
 
 
addEvent ( "onClientScreenFadedOut", true )
addEventHandler ( "onClientScreenFadedOut", g_Root,
    function()
        bHideNametags = true
    end
)
 
addEvent ( "onClientScreenFadedIn", true )
addEventHandler ( "onClientScreenFadedIn", g_Root,
    function()
        bHideNametags = false
    end
)
 
 
 
addEventHandler ( "onClientRender", g_Root,
    function()
        -- Hideous quick fix --
        for i,player in ipairs(g_Players) do
            if player ~= g_Me then
                setPlayerNametagShowing ( player, false )
                if not nametags[player] then
                    nametag.create ( player )
                end
            end
        end
        if bHideNametags then
            return
        end
        local x,y,z = getCameraMatrix()
        for player in pairs(nametags) do
            while true do
                if not isPedInVehicle(player) or isPlayerDead(player) then break end
                local vehicle = getPedOccupiedVehicle(player)
                local px,py,pz = getElementPosition ( vehicle )
                local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz )
                if pdistance <= NAMETAG_DISTANCE then
                    --Get screenposition
                    local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 )
                    if not sx or not sy then break end
                    --Calculate our components
                    local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE))
                    local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF)
                    alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA)
                    scale = math.evalCurve(maxScaleCurve,scale)
                    local textscale = math.evalCurve(textScaleCurve,scale)
                    local textalpha = math.evalCurve(textAlphaCurve,alpha)
                    local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale)
                    --Draw our text
                    local r,g,b = 255,255,255
                    local team = getPlayerTeam(player)
                    if team then
                        r,g,b = getTeamColor(team)
                    end
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2
                    --dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false )
                    dxDrawText ( getPlayerName(player), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, "bankgothic", "center", "bottom", false, false, false )
                    dxDrawColorText( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, 'bankgothic', 'center', 'bottom' )
                    --We draw three parts to make the healthbar.  First the outline/background
                    local drawX = sx - NAMETAG_WIDTH*scale/2
                    drawY = sy + offset
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) )
                    --Next the inner background
                    local health = getElementHealth(vehicle)
                    health = math.max(health - 250, 0)/750
                    local p = -510*(health^2)
                    --local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0)
                   
          dxDrawRectangle (     drawX + outlineThickness,
                                        drawY + outlineThickness,
                                        width - outlineThickness*2,
                                        height - outlineThickness*2,
                                        tocolor(178,178,178,0.4*alpha)
                                    )
                    --Finally, the actual health
         
                    dxDrawRectangle (   drawX + outlineThickness,
                                        drawY + outlineThickness,
                                        health*(width - outlineThickness*2),
                                        height - outlineThickness*2,
                                        tocolor(r,g,b,alpha)
                                    )          
                end
                break
            end
        end
    end
)
 
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY)
  if alignX then
    if alignX == "center" then
      local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font)
      ax = ax + (bx-ax)/2 - w/2
    elseif alignX == "right" then
      local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font)
      ax = bx - w
    end
  end
 
  if alignY then
    if alignY == "center" then
      local h = dxGetFontHeight(scale, font)
      ay = ay + (by-ay)/2 - h/2
    elseif alignY == "bottom" then
      local h = dxGetFontHeight(scale, font)
      ay = by - h
    end
  end
 
  local pat = "(.-)#(%x%x%x%x%x%x)"
  local s, e, cap, col = str:find(pat, 1)
  local last = 1
  while s do
    if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end
    if s ~= 1 or cap ~= "" then
      local w =
Link to comment

If i delete the nametag.lua default part, and i puts ONLY the script of dxDrawColorText the result will be like nametag of freeroam server. :cry:

So, i have thinked i need to leave a part of the default one, and add the script.

But is not like that, uh?

Please, post the right code i need to put in nametag.

Link to comment
nametag = {} 
local nametags = {} 
local g_screenX,g_screenY = guiGetScreenSize() 
local bHideNametags = false 
  
local NAMETAG_SCALE = 0.3 --Overall adjustment of the nametag, use this to resize but constrain proportions 
local NAMETAG_ALPHA_DISTANCE = 50 --Distance to start fading out 
local NAMETAG_DISTANCE = 120 --Distance until we're gone 
local NAMETAG_ALPHA = 120 --The overall alpha level of the nametag 
--The following arent actual pixel measurements, they're just proportional constraints 
local NAMETAG_TEXT_BAR_SPACE = 2 
local NAMETAG_WIDTH = 50 
local NAMETAG_HEIGHT = 5 
local NAMETAG_TEXTSIZE = 0.7 
local NAMETAG_OUTLINE_THICKNESS = 1.2 
-- 
local NAMETAG_ALPHA_DIFF = NAMETAG_DISTANCE - NAMETAG_ALPHA_DISTANCE 
NAMETAG_SCALE = 1/NAMETAG_SCALE * 800 / g_screenY 
  
-- Ensure the name tag doesn't get too big 
local maxScaleCurve = { {0, 0}, {3, 3}, {13, 5} } 
-- Ensure the text doesn't get too small/unreadable 
local textScaleCurve = { {0, 0.8}, {0.8, 1.2}, {99, 99} } 
-- Make the text a bit brighter and fade more gradually 
local textAlphaCurve = { {0, 0}, {25, 100}, {120, 190}, {255, 190} } 
  
function nametag.create ( player ) 
    nametags[player] = true 
end 
  
function nametag.destroy ( player ) 
    nametags[player] = nil 
end 
  
---------------THE FOLLOWING IS THE MANAGEMENT OF NAMETAGS----------------- 
addEventHandler('onClientResourceStart', g_ResRoot, 
    function() 
        for i,player in ipairs(getElementsByType"player") do 
            if player ~= g_Me then 
                nametag.create ( player ) 
            end 
        end 
    end 
) 
  
addEventHandler ( "onClientPlayerJoin", g_Root, 
    function() 
        if source == g_Me then return end 
        setPlayerNametagShowing ( source, false ) 
        nametag.create ( source ) 
    end 
) 
  
addEventHandler ( "onClientPlayerQuit", g_Root, 
    function() 
        nametag.destroy ( source ) 
    end 
) 
  
  
addEvent ( "onClientScreenFadedOut", true ) 
addEventHandler ( "onClientScreenFadedOut", g_Root, 
    function() 
        bHideNametags = true 
    end 
) 
  
addEvent ( "onClientScreenFadedIn", true ) 
addEventHandler ( "onClientScreenFadedIn", g_Root, 
    function() 
        bHideNametags = false 
    end 
) 
  
  
  
addEventHandler ( "onClientRender", g_Root, 
    function() 
        -- Hideous quick fix -- 
        for i,player in ipairs(g_Players) do 
            if player ~= g_Me then 
                setPlayerNametagShowing ( player, false ) 
                if not nametags[player] then 
                    nametag.create ( player ) 
                end 
            end 
        end 
        if bHideNametags then 
            return 
        end 
        local x,y,z = getCameraMatrix() 
        for player in pairs(nametags) do 
            while true do 
                if not isPedInVehicle(player) or isPlayerDead(player) then break end 
                local vehicle = getPedOccupiedVehicle(player) 
                local px,py,pz = getElementPosition ( vehicle ) 
                local pdistance = getDistanceBetweenPoints3D ( x,y,z,px,py,pz ) 
                if pdistance <= NAMETAG_DISTANCE then 
                    --Get screenposition 
                    local sx,sy = getScreenFromWorldPosition ( px, py, pz+0.95, 0.06 ) 
                    if not sx or not sy then break end 
                    --Calculate our components 
                    local scale = 1/(NAMETAG_SCALE * (pdistance / NAMETAG_DISTANCE)) 
                    local alpha = ((pdistance - NAMETAG_ALPHA_DISTANCE) / NAMETAG_ALPHA_DIFF) 
                    alpha = (alpha < 0) and NAMETAG_ALPHA or NAMETAG_ALPHA-(alpha*NAMETAG_ALPHA) 
                    scale = math.evalCurve(maxScaleCurve,scale) 
                    local textscale = math.evalCurve(textScaleCurve,scale) 
                    local textalpha = math.evalCurve(textAlphaCurve,alpha) 
                    local outlineThickness = NAMETAG_OUTLINE_THICKNESS*(scale) 
                    --Draw our text 
                    local r,g,b = 255,255,255 
                    local team = getPlayerTeam(player) 
                    if team then 
                        r,g,b = getTeamColor(team) 
                    end 
                    local offset = (scale) * NAMETAG_TEXT_BAR_SPACE/2 
                    --dxDrawText ( getPlayerName(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, "default", "center", "bottom", false, false, false ) 
                    dxDrawText ( getPlayerName(player), sx + 1, sy - offset + 1, sx + 1, sy - offset + 1, tocolor(0,0,0,255), textscale*NAMETAG_TEXTSIZE, "bankgothic", "center", "bottom", false, false, false ) 
                    dxDrawColorText( getPlayerNametagText(player), sx, sy - offset, sx, sy - offset, tocolor(r,g,b,textalpha), textscale*NAMETAG_TEXTSIZE, 'bankgothic', 'center', 'bottom' ) 
                    --We draw three parts to make the healthbar.  First the outline/background 
                    local drawX = sx - NAMETAG_WIDTH*scale/2 
                    drawY = sy + offset 
                    local width,height =  NAMETAG_WIDTH*scale, NAMETAG_HEIGHT*scale 
                    dxDrawRectangle ( drawX, drawY, width, height, tocolor(0,0,0,alpha) ) 
                    --Next the inner background 
                    local health = getElementHealth(vehicle) 
                    health = math.max(health - 250, 0)/750 
                    local p = -510*(health^2) 
                    --local r,g = math.max(math.min(p + 255*health + 255, 255), 0), math.max(math.min(p + 765*health, 255), 0) 
                    
          dxDrawRectangle (     drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        width - outlineThickness*2, 
                                        height - outlineThickness*2, 
                                        tocolor(178,178,178,0.4*alpha) 
                                    ) 
                    --Finally, the actual health 
          
                    dxDrawRectangle (   drawX + outlineThickness, 
                                        drawY + outlineThickness, 
                                        health*(width - outlineThickness*2), 
                                        height - outlineThickness*2, 
                                        tocolor(r,g,b,alpha) 
                                    )           
                end 
                break 
            end 
        end 
    end 
) 
  
function dxDrawColorText(str, ax, ay, bx, by, color, scale, font, alignX, alignY) 
  if alignX then 
    if alignX == "center" then 
      local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) 
      ax = ax + (bx-ax)/2 - w/2 
    elseif alignX == "right" then 
      local w = dxGetTextWidth(str:gsub("#%x%x%x%x%x%x",""), scale, font) 
      ax = bx - w 
    end 
  end 
  
  if alignY then 
    if alignY == "center" then 
      local h = dxGetFontHeight(scale, font) 
      ay = ay + (by-ay)/2 - h/2 
    elseif alignY == "bottom" then 
      local h = dxGetFontHeight(scale, font) 
      ay = by - h 
    end 
  end 
  
  local pat = "(.-)#(%x%x%x%x%x%x)" 
  local s, e, cap, col = str:find(pat, 1) 
  local last = 1 
  while s do 
    if cap == "" and col then color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) end 
    if s ~= 1 or cap ~= "" then 
      local w = dxGetTextWidth(cap, scale, font) 
      dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) 
      ax = ax + w 
      color = tocolor(tonumber("0x"..col:sub(1, 2)), tonumber("0x"..col:sub(3, 4)), tonumber("0x"..col:sub(5, 6)), 255) 
    end 
    last = e + 1 
    s, e, cap, col = str:find(pat, last) 
  end 
  if last <= #str then 
    cap = str:sub(last) 
    local w = dxGetTextWidth(cap, scale, font) 
    dxDrawText(cap, ax, ay, ax + w, by, color, scale, font) 
  end 
end 

Should be the correct one.

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