mirror of
https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-11 23:57:59 -05:00
HUD: weapon name is all capitalized on all maps
HUD: weapon name is the same text size on all maps
This commit is contained in:
@ -29,6 +29,8 @@
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* Zone name displayed on bottom left of screen - `hud_zone_name`
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* Zone name displayed on bottom left of screen - `hud_zone_name`
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* Added proper game mode and map name to scoreboard
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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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* Added icons on scoreboard when player is downed, bled out, in Who's Who mode, or in afterlife
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* Weapon name is all capitalized on all maps
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* Weapon name is the same text size on all maps
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* Weapon name no longer fades out
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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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* 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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* Moved keyboard and mouse dpad icons to their positions from Origins on all maps
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@ -1,9 +1,11 @@
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CoD.WeaponLabel = {}
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CoD.WeaponLabel = {}
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CoD.WeaponLabel.TextHeight = 32
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CoD.WeaponLabel.TextHeight = 32
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CoD.WeaponLabel.FadeTime = 2000
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CoD.WeaponLabel.FadeTime = 2000
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CoD.WeaponLabel.WeaponFontName = "Default"
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CoD.WeaponLabel.new = function (f1_arg0)
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CoD.WeaponLabel.new = function (f1_arg0)
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local Widget = LUI.UIElement.new(f1_arg0)
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local Widget = LUI.UIElement.new(f1_arg0)
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local f1_local1 = CoD.WeaponLabel.TextHeight
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local f1_local1 = CoD.textSize[CoD.WeaponLabel.WeaponFontName]
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local f1_local2 = CoD.fonts[CoD.WeaponLabel.WeaponFontName]
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Widget.weaponLabel = LUI.UIText.new({
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Widget.weaponLabel = LUI.UIText.new({
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left = -1,
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left = -1,
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top = -f1_local1 / 2,
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top = -f1_local1 / 2,
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@ -15,7 +17,7 @@ CoD.WeaponLabel.new = function (f1_arg0)
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bottomAnchor = false,
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bottomAnchor = false,
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alphaMultiplier = 1
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alphaMultiplier = 1
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})
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})
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Widget.weaponLabel:setFont(CoD.fonts.Big)
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Widget.weaponLabel:setFont(f1_local2)
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Widget.weaponLabel:registerAnimationState("fade_out", {
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Widget.weaponLabel:registerAnimationState("fade_out", {
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alphaMultiplier = 0
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alphaMultiplier = 0
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})
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})
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@ -26,10 +28,6 @@ end
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CoD.WeaponLabel.UpdateWeapon = function (f2_arg0, f2_arg1)
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CoD.WeaponLabel.UpdateWeapon = function (f2_arg0, f2_arg1)
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f2_arg0.weaponLabel:animateToState("default")
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f2_arg0.weaponLabel:animateToState("default")
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if CoD.isZombie == true then
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f2_arg0.weaponLabel:setText(UIExpression.ToUpper(nil, Engine.Localize(f2_arg1.weaponDisplayName)))
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f2_arg0.weaponLabel:setText(Engine.Localize(f2_arg1.weaponDisplayName))
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else
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f2_arg0.weaponLabel:setText(UIExpression.ToUpper(nil, Engine.Localize(f2_arg1.weaponDisplayName)))
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end
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-- f2_arg0.weaponLabel:animateToState("fade_out", CoD.WeaponLabel.FadeTime)
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-- f2_arg0.weaponLabel:animateToState("fade_out", CoD.WeaponLabel.FadeTime)
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end
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end
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