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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-10 15:17:57 -05:00
HUD: grenade icons no longer fade
This commit is contained in:
@ -30,6 +30,7 @@
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* Added proper game mode and map name to scoreboard
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* Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife
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* Weapon name no longer fades out
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* Grenade icons no longer fade based on how many the player currently has
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* Moved keyboard and mouse dpad icons to their positions from Origins on all maps
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* Increased waypoint offset from top of screen
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* Changed player waypoint location to be center of player instead of top of player
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115
ui_mp/t6/hud/offhandicons.lua
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115
ui_mp/t6/hud/offhandicons.lua
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@ -0,0 +1,115 @@
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CoD.OffhandIcons = {}
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CoD.OffhandIcons.Size = 24
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CoD.OffhandIcons.Spacing = 1
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CoD.OffhandIcons.AlphaMultiplier = 0.75
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CoD.OffhandIcons.Width = CoD.OffhandIcons.Size * 1.5
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CoD.OffhandIcons.new = function (HudRef, InstanceRef)
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local Widget = LUI.UIElement.new(InstanceRef)
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Widget.type = HudRef
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Widget.setMaterialAndQuantity = CoD.OffhandIcons.SetMaterialAndQuantity
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Widget:registerEventHandler("hud_update_offhand", CoD.OffhandIcons.UpdateOffhand)
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return Widget
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end
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CoD.OffhandIcons.SetMaterialAndQuantity = function (f2_arg0, f2_arg1, f2_arg2)
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local f2_local0 = nil
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if f2_arg0.icons == nil then
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f2_local0 = {}
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f2_arg0.icons = f2_local0
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else
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f2_local0 = f2_arg0.icons
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end
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local f2_local1 = CoD.OffhandIcons.Size
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local f2_local2 = 0
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local f2_local3 = f2_local1 * CoD.OffhandIcons.Spacing
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local f2_local4 = CoD.OffhandIcons.AlphaMultiplier
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local f2_local5 = CoD.HUDAlphaFull * math.pow(f2_local4, f2_arg2 - 1)
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for f2_local6 = 1, f2_arg2, 1 do
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local f2_local9 = f2_local0[f2_local6]
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if f2_local9 ~= nil then
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f2_local9:beginAnimation("default")
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f2_local9:setAlpha(CoD.HUDAlphaFull)
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f2_local9:setImage(f2_arg1)
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else
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f2_local9 = LUI.UIImage.new()
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f2_local9:setLeftRight(false, true, f2_local2 - f2_local1, f2_local2)
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f2_local9:setTopBottom(false, true, -f2_local1, 0)
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f2_local9:setRGB(CoD.HUDBaseColor.r, CoD.HUDBaseColor.g, CoD.HUDBaseColor.b)
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f2_local9:setAlpha(CoD.HUDAlphaFull)
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f2_local9:setImage(f2_arg1)
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f2_local0[f2_local6] = f2_local9
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f2_arg0:addElement(f2_local9)
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end
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f2_local2 = f2_local2 - f2_local3
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f2_local5 = f2_local5 / f2_local4
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end
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local f2_local6 = #f2_local0
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for f2_local7 = f2_arg2 + 1, f2_local6, 1 do
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f2_local0[f2_local7]:close()
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f2_local0[f2_local7] = nil
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end
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end
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CoD.OffhandIcons.UpdateOffhand = function (f3_arg0, f3_arg1)
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local f3_local0 = f3_arg1[f3_arg0.type]
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if f3_local0 == nil then
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if not f3_arg0.iconOutline then
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f3_arg0:setMaterialAndQuantity(nil, 0)
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end
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else
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f3_arg0:setMaterialAndQuantity(f3_local0.material, f3_local0.ammo)
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end
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end
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CoD.OffhandIcons.UpdateTomahawkInUse = function (f4_arg0, f4_arg1)
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local f4_local0 = f4_arg1.newValue
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if f4_local0 == 0 then
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if f4_arg0.iconOutline then
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f4_arg0.iconOutline:close()
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f4_arg0.iconOutline = nil
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f4_arg0:setMaterialAndQuantity(nil, 0)
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end
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elseif f4_local0 == 1 then
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if not f4_arg0.iconOutline then
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f4_arg0.iconOutline = LUI.UIImage.new()
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f4_arg0.iconOutline:setLeftRight(false, true, -CoD.OffhandIcons.Size * 1.5, CoD.OffhandIcons.Size * 0.5)
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f4_arg0.iconOutline:setTopBottom(false, true, -CoD.OffhandIcons.Size * 1.5, CoD.OffhandIcons.Size * 0.5)
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f4_arg0.iconOutline:setRGB(CoD.HUDBaseColor.r, CoD.HUDBaseColor.g, CoD.HUDBaseColor.b)
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f4_arg0.iconOutline:setAlpha(CoD.HUDAlphaFull)
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f4_arg0.iconOutline:setImage(f4_arg0.iconOutlineImage)
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f4_arg0.iconOutline:setPriority(-10)
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f4_arg0:addElement(f4_arg0.iconOutline)
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end
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f4_arg0.iconOutline:setAlpha(CoD.HUDAlphaFull)
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elseif f4_local0 == 2 then
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if f4_arg0.iconOutline then
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f4_arg0.icons[1]:alternateStates(0, CoD.OffhandIcons.PulseLow, CoD.OffhandIcons.PulseBright, 500, 500)
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f4_arg0.iconOutline:setAlpha(0)
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end
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elseif f4_arg0.iconOutline then
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f4_arg0.icons[1]:closeStateAlternator()
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f4_arg0.icons[1]:setAlpha(CoD.HUDAlphaFull)
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f4_arg0.iconOutline:setAlpha(CoD.HUDAlphaFull)
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end
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end
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CoD.OffhandIcons.UpgradeTomahawkIcon = function (f5_arg0, f5_arg1)
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if f5_arg1.newValue == 0 then
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f5_arg0.iconOutlineImage = CoD.AmmoAreaZombie.TomahawkOutline
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else
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f5_arg0.iconOutlineImage = CoD.AmmoAreaZombie.UpgradeTomahawkOutline
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if f5_arg0.iconOutline then
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f5_arg0.iconOutline:setImage(f5_arg0.iconOutlineImage)
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end
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end
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end
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CoD.OffhandIcons.PulseBright = function (f6_arg0, f6_arg1)
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f6_arg0:beginAnimation("pulse_low", f6_arg1)
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f6_arg0:setAlpha(1)
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end
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CoD.OffhandIcons.PulseLow = function (f7_arg0, f7_arg1)
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f7_arg0:beginAnimation("pulse_high", f7_arg1)
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f7_arg0:setAlpha(0.1)
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end
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