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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-11 23:57:59 -05:00

HUD: grenade icons no longer fade

This commit is contained in:
Jbleezy
2024-01-17 14:39:35 -08:00
parent 5c84ea1d8c
commit 0cd4829885
2 changed files with 116 additions and 0 deletions

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@ -30,6 +30,7 @@
* Added proper game mode and map name to scoreboard * Added proper game mode and map name to scoreboard
* Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife * Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife
* Weapon name no longer fades out * Weapon name no longer fades out
* Grenade icons no longer fade based on how many the player currently has
* Moved keyboard and mouse dpad icons to their positions from Origins on all maps * Moved keyboard and mouse dpad icons to their positions from Origins on all maps
* Increased waypoint offset from top of screen * Increased waypoint offset from top of screen
* Changed player waypoint location to be center of player instead of top of player * Changed player waypoint location to be center of player instead of top of player

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@ -0,0 +1,115 @@
CoD.OffhandIcons = {}
CoD.OffhandIcons.Size = 24
CoD.OffhandIcons.Spacing = 1
CoD.OffhandIcons.AlphaMultiplier = 0.75
CoD.OffhandIcons.Width = CoD.OffhandIcons.Size * 1.5
CoD.OffhandIcons.new = function (HudRef, InstanceRef)
local Widget = LUI.UIElement.new(InstanceRef)
Widget.type = HudRef
Widget.setMaterialAndQuantity = CoD.OffhandIcons.SetMaterialAndQuantity
Widget:registerEventHandler("hud_update_offhand", CoD.OffhandIcons.UpdateOffhand)
return Widget
end
CoD.OffhandIcons.SetMaterialAndQuantity = function (f2_arg0, f2_arg1, f2_arg2)
local f2_local0 = nil
if f2_arg0.icons == nil then
f2_local0 = {}
f2_arg0.icons = f2_local0
else
f2_local0 = f2_arg0.icons
end
local f2_local1 = CoD.OffhandIcons.Size
local f2_local2 = 0
local f2_local3 = f2_local1 * CoD.OffhandIcons.Spacing
local f2_local4 = CoD.OffhandIcons.AlphaMultiplier
local f2_local5 = CoD.HUDAlphaFull * math.pow(f2_local4, f2_arg2 - 1)
for f2_local6 = 1, f2_arg2, 1 do
local f2_local9 = f2_local0[f2_local6]
if f2_local9 ~= nil then
f2_local9:beginAnimation("default")
f2_local9:setAlpha(CoD.HUDAlphaFull)
f2_local9:setImage(f2_arg1)
else
f2_local9 = LUI.UIImage.new()
f2_local9:setLeftRight(false, true, f2_local2 - f2_local1, f2_local2)
f2_local9:setTopBottom(false, true, -f2_local1, 0)
f2_local9:setRGB(CoD.HUDBaseColor.r, CoD.HUDBaseColor.g, CoD.HUDBaseColor.b)
f2_local9:setAlpha(CoD.HUDAlphaFull)
f2_local9:setImage(f2_arg1)
f2_local0[f2_local6] = f2_local9
f2_arg0:addElement(f2_local9)
end
f2_local2 = f2_local2 - f2_local3
f2_local5 = f2_local5 / f2_local4
end
local f2_local6 = #f2_local0
for f2_local7 = f2_arg2 + 1, f2_local6, 1 do
f2_local0[f2_local7]:close()
f2_local0[f2_local7] = nil
end
end
CoD.OffhandIcons.UpdateOffhand = function (f3_arg0, f3_arg1)
local f3_local0 = f3_arg1[f3_arg0.type]
if f3_local0 == nil then
if not f3_arg0.iconOutline then
f3_arg0:setMaterialAndQuantity(nil, 0)
end
else
f3_arg0:setMaterialAndQuantity(f3_local0.material, f3_local0.ammo)
end
end
CoD.OffhandIcons.UpdateTomahawkInUse = function (f4_arg0, f4_arg1)
local f4_local0 = f4_arg1.newValue
if f4_local0 == 0 then
if f4_arg0.iconOutline then
f4_arg0.iconOutline:close()
f4_arg0.iconOutline = nil
f4_arg0:setMaterialAndQuantity(nil, 0)
end
elseif f4_local0 == 1 then
if not f4_arg0.iconOutline then
f4_arg0.iconOutline = LUI.UIImage.new()
f4_arg0.iconOutline:setLeftRight(false, true, -CoD.OffhandIcons.Size * 1.5, CoD.OffhandIcons.Size * 0.5)
f4_arg0.iconOutline:setTopBottom(false, true, -CoD.OffhandIcons.Size * 1.5, CoD.OffhandIcons.Size * 0.5)
f4_arg0.iconOutline:setRGB(CoD.HUDBaseColor.r, CoD.HUDBaseColor.g, CoD.HUDBaseColor.b)
f4_arg0.iconOutline:setAlpha(CoD.HUDAlphaFull)
f4_arg0.iconOutline:setImage(f4_arg0.iconOutlineImage)
f4_arg0.iconOutline:setPriority(-10)
f4_arg0:addElement(f4_arg0.iconOutline)
end
f4_arg0.iconOutline:setAlpha(CoD.HUDAlphaFull)
elseif f4_local0 == 2 then
if f4_arg0.iconOutline then
f4_arg0.icons[1]:alternateStates(0, CoD.OffhandIcons.PulseLow, CoD.OffhandIcons.PulseBright, 500, 500)
f4_arg0.iconOutline:setAlpha(0)
end
elseif f4_arg0.iconOutline then
f4_arg0.icons[1]:closeStateAlternator()
f4_arg0.icons[1]:setAlpha(CoD.HUDAlphaFull)
f4_arg0.iconOutline:setAlpha(CoD.HUDAlphaFull)
end
end
CoD.OffhandIcons.UpgradeTomahawkIcon = function (f5_arg0, f5_arg1)
if f5_arg1.newValue == 0 then
f5_arg0.iconOutlineImage = CoD.AmmoAreaZombie.TomahawkOutline
else
f5_arg0.iconOutlineImage = CoD.AmmoAreaZombie.UpgradeTomahawkOutline
if f5_arg0.iconOutline then
f5_arg0.iconOutline:setImage(f5_arg0.iconOutlineImage)
end
end
end
CoD.OffhandIcons.PulseBright = function (f6_arg0, f6_arg1)
f6_arg0:beginAnimation("pulse_low", f6_arg1)
f6_arg0:setAlpha(1)
end
CoD.OffhandIcons.PulseLow = function (f7_arg0, f7_arg1)
f7_arg0:beginAnimation("pulse_high", f7_arg1)
f7_arg0:setAlpha(0.1)
end