VGUI Health bar

==Overview==
This tutorial will show you how to make a VGUI Health Bar implementation. This is a simple copy and paste tutorial that works out of the box for the 2013 SDK
==Code==
First create hud_healthbar.cpp and hud_healthbar.h in your CLIENT project then paste this stuff into them:
==hudhealthbar.cpp==
#include "cbase.h" 
#include "hud.h" 
#include "hud_macros.h" 
#include "c_baseplayer.h" 
#include "hudhealthbar.h" 
#include "iclientmode.h" 
#include "vgui/ISurface.h"
using namespace vgui;
#include "tier0/memdbgon.h" 
DECLARE_HUDELEMENT (CHudHealthbar);
# define HULL_INIT 80 
//------------------------------------------------------------------------
// Purpose: Constructor
//------------------------------------------------------------------------
CHudHealthbar:: CHudHealthbar (const char * pElementName) : 
	CHudElement (pElementName), BaseClass (NULL, "HudHealthbar")
{
	vgui:: Panel * pParent = g_pClientMode-> GetViewport ();
	SetParent (pParent);
	SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT);
}
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------
void CHudHealthbar:: Init()
{
	Reset();
}
//------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------
void CHudHealthbar:: Reset (void)
{
	m_flHull = HULL_INIT;
	m_nHullLow = -1;
	SetBgColor (Color (0,0,0,128));
}
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------
void CHudHealthbar:: OnThink (void)
{
	float newHull = 0;
	C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer ();
	if (!local)
		return;
	// Never below zero 
	newHull = max(local->GetHealth(), 0);
	// DevMsg("Sheild at is at: %f\n",newShield);
	// Only update the fade if we've changed health
	if (newHull == m_flHull)
		return;
	m_flHull = newHull;
}
//------------------------------------------------------------------------
// Purpose: draws the power bar
//------------------------------------------------------------------------
void CHudHealthbar::Paint()
{
	// Get bar chunks
	int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
	int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f );
	// Draw the suit power bar
	surface()->DrawSetColor (m_HullColor);
	int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
	for (int i = 0; i < enabledChunks; i++)
	{
		surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight);
		xpos += (m_flBarChunkWidth + m_flBarChunkGap);
	}
	// Draw the exhausted portion of the bar.
	surface()->DrawSetColor(Color(m_HullColor [0], m_HullColor [1], m_HullColor [2], m_iHullDisabledAlpha));
	for (int i = enabledChunks; i < chunkCount; i++)
	{
		surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight);
		xpos += (m_flBarChunkWidth + m_flBarChunkGap);
	}
	// Draw our name
	surface()->DrawSetTextFont(m_hTextFont);
	surface()->DrawSetTextColor(m_HullColor);
	surface()->DrawSetTextPos(text_xpos, text_ypos);
	//wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER");
	surface()->DrawPrintText(L"HULL", wcslen(L"HULL"));
}
==hudhealthbar.h==
#if !defined HUD_HULL_H
#define HUD_HULL_H 
#ifdef _WIN32
#pragma once
#endif
#include "hudelement.h"
#include "hud_numericdisplay.h"
//-----------------------------------------------------------------------------
// Purpose: Shows the hull bar
//-----------------------------------------------------------------------------
class CHudHealthbar : public CHudElement, public vgui::Panel
{
	DECLARE_CLASS_SIMPLE(CHudHealthbar, vgui::Panel);
public:
	CHudHealthbar(const char * pElementName);
	virtual void Init(void);
	virtual void Reset(void);
	virtual void OnThink(void);
protected:
	virtual void Paint();
private:
	CPanelAnimationVar(Color, m_HullColor, "HullColor", "255 0 0 255");
	CPanelAnimationVar(int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50");
	CPanelAnimationVarAliasType(float, m_flBarInsetX, "BarInsetX", "26", "proportional_float");
	CPanelAnimationVarAliasType(float, m_flBarInsetY, "BarInsetY", "3", "proportional_float");
	CPanelAnimationVarAliasType(float, m_flBarWidth, "BarWidth", "84", "proportional_float");
	CPanelAnimationVarAliasType(float, m_flBarHeight, "BarHeight", "4", "proportional_float");
	CPanelAnimationVarAliasType(float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float");
	CPanelAnimationVarAliasType(float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float");
	CPanelAnimationVar(vgui::HFont, m_hTextFont, "TextFont", "HUDBarText");
	CPanelAnimationVarAliasType(float, text_xpos, "text_xpos", "2", "proportional_float");
	CPanelAnimationVarAliasType(float, text_ypos, "text_ypos", "2", "proportional_float");
	CPanelAnimationVarAliasType(float, text2_xpos, "text2_xpos", "8", "proportional_float");
	CPanelAnimationVarAliasType(float, text2_ypos, "text2_ypos", "40", "proportional_float");
	CPanelAnimationVarAliasType(float, text2_gap, "text2_gap", "10", "proportional_float");
	float m_flHull;
	int m_nHullLow;
};
#endif // HUD_SUITPOWER_H
==HudLayout.res==
Now add this to your HudLayout.res file in the scripts folder, located in your mod directory, at the bottom of all the other entries:
 HudHealthbar
 {
 "fieldName" "CHudHealthBar"
 "visible" "1"
 "enabled" "1"
 "xpos" "12"
 "ypos" "420"
 "wide" "120"
 "tall" "10"
 "text_xpos" "5"
 "text_ypos" "2"
 "TextColor" "0 255 0 80"
 "PaintBackgroundType" "2"
 }