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https://github.com/JezuzLizard/BO2-Reimagined.git
synced 2025-06-08 06:12:17 -05:00
Remove weapon name fade out on HUD
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parent
4e6f7311f8
commit
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@ -29,6 +29,7 @@
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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 no longer fades out
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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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* Increased waypoint offset from top of screen
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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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* Changed player waypoint location to be center of player instead of top of player
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@ -904,7 +905,7 @@
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* Records automatically picked up
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* Records automatically picked up
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* Gramophone initially spawns at Excavation Site gramophone table
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* Gramophone initially spawns at Excavation Site gramophone table
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* Musical parts no longer show on HUD
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* Musical parts no longer show on HUD
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* Added attachment display name on HUD for upgraded attachment weapons
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* Added attachment name on HUD for upgraded attachment weapons
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* Generators: increased capture reward points from 100 to 200
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* Generators: increased capture reward points from 100 to 200
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* Generators: always give back refund points if player was in the generator zone when captured
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* Generators: always give back refund points if player was in the generator zone when captured
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* Generators: recapture round zombies only drop Max Ammo if killed before taking first generator
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* Generators: recapture round zombies only drop Max Ammo if killed before taking first generator
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35
ui_mp/t6/hud/weaponlabel.lua
Normal file
35
ui_mp/t6/hud/weaponlabel.lua
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@ -0,0 +1,35 @@
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CoD.WeaponLabel = {}
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CoD.WeaponLabel.TextHeight = 32
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CoD.WeaponLabel.FadeTime = 2000
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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 f1_local1 = CoD.WeaponLabel.TextHeight
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Widget.weaponLabel = LUI.UIText.new({
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left = -1,
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top = -f1_local1 / 2,
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right = 0,
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bottom = f1_local1 / 2,
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leftAnchor = false,
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topAnchor = false,
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rightAnchor = true,
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bottomAnchor = false,
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alphaMultiplier = 1
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})
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Widget.weaponLabel:setFont(CoD.fonts.Big)
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Widget.weaponLabel:registerAnimationState("fade_out", {
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alphaMultiplier = 0
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})
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Widget:addElement(Widget.weaponLabel)
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Widget:registerEventHandler("hud_update_weapon_select", CoD.WeaponLabel.UpdateWeapon)
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return Widget
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end
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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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if CoD.isZombie == true then
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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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end
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@ -596,8 +596,8 @@ CoD.AmmoAreaZombie.UpdateWeaponSelect = function (f13_arg0, f13_arg1)
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if CoD.isZombie == true then
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if CoD.isZombie == true then
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f13_arg0.weaponText:setText(f13_local0)
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f13_arg0.weaponText:setText(f13_local0)
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end
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end
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f13_arg0.weaponLabelContainer:beginAnimation("fade_out", CoD.WeaponLabel.FadeTime)
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-- f13_arg0.weaponLabelContainer:beginAnimation("fade_out", CoD.WeaponLabel.FadeTime)
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f13_arg0.weaponLabelContainer:setAlpha(0)
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-- f13_arg0.weaponLabelContainer:setAlpha(0)
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f13_arg0:dispatchEventToChildren(f13_arg1)
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f13_arg0:dispatchEventToChildren(f13_arg1)
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end
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end
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