diff --git a/README.md b/README.md index c3688a6b..3f35e4ab 100644 --- a/README.md +++ b/README.md @@ -35,7 +35,7 @@ * Weapon name is the same text size on all maps * Weapon name and ammo no longer fade out * Grenade icons no longer fade based on how many the player currently has -* Removed ammo counter for falling hands anim +* Ammo counter no longer shows while scoped on all maps * Increased waypoint offset from top of screen * Changed player waypoint location to be center of player instead of top of player * Increased distance between revive waypoint arrow and icon @@ -59,6 +59,7 @@ * Increased melee range by 16% (same as Black Ops 1) * Disabled melee lunging * Disabled meleeing while doing falling hands anim +* Removed ammo counter while doing falling hands anim * Can look up and down 90 degrees (previously 85 degrees) * Decreased normal health regeneration delay from 2.4 seconds to 2 seconds * Decreased low health regeneration delay from 5 seconds to 4 seconds diff --git a/ui_mp/t6/zombie/ammoareazombie.lua b/ui_mp/t6/zombie/ammoareazombie.lua index 4b7a950a..6b440ea0 100644 --- a/ui_mp/t6/zombie/ammoareazombie.lua +++ b/ui_mp/t6/zombie/ammoareazombie.lua @@ -163,6 +163,7 @@ LUI.createMenu.AmmoAreaZombie = function(f1_arg0) f1_local0:registerEventHandler("hud_update_bit_" .. CoD.BIT_PLAYER_DEAD, CoD.AmmoAreaZombie.UpdateVisibility) f1_local0:registerEventHandler("hud_update_bit_" .. CoD.BIT_HUD_HARDCORE, CoD.AmmoAreaZombie.UpdateVisibility) f1_local0:registerEventHandler("hud_update_bit_" .. CoD.BIT_SELECTING_LOCATION, CoD.AmmoAreaZombie.UpdateVisibility) + f1_local0:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_SCOPED, CoD.AmmoAreaZombie.UpdateVisibility) f1_local0:setAlpha(0) return f1_local0 end @@ -549,7 +550,7 @@ end CoD.AmmoAreaZombie.UpdateVisibility = function(f9_arg0, f9_arg1) local f9_local0 = f9_arg1.controller - if UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_HUD_VISIBLE) == 1 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IS_PLAYER_IN_AFTERLIFE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_EMP_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_DEMO_CAMERA_MODE_MOVIECAM) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_DEMO_ALL_GAME_HUD_HIDDEN) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_VEHICLE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_GUIDED_MISSILE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_REMOTE_KILLSTREAK_STATIC) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_AMMO_COUNTER_HIDE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IS_FLASH_BANGED) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_UI_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_GAME_ENDED) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_SCOREBOARD_OPEN) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_KILLCAM) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_HUD_HARDCORE) == 0 and (not CoD.IsShoutcaster(f9_local0) or CoD.ExeProfileVarBool(f9_local0, "shoutcaster_inventory") and Engine.IsSpectatingActiveClient(f9_local0)) and CoD.FSM_VISIBILITY(f9_local0) == 0 then + if UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_HUD_VISIBLE) == 1 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IS_PLAYER_IN_AFTERLIFE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_EMP_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_DEMO_CAMERA_MODE_MOVIECAM) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_DEMO_ALL_GAME_HUD_HIDDEN) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_VEHICLE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_GUIDED_MISSILE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_REMOTE_KILLSTREAK_STATIC) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_AMMO_COUNTER_HIDE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IS_FLASH_BANGED) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_UI_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_GAME_ENDED) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_SCOREBOARD_OPEN) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IN_KILLCAM) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_HUD_HARDCORE) == 0 and UIExpression.IsVisibilityBitSet(f9_local0, CoD.BIT_IS_SCOPED) == 0 and (not CoD.IsShoutcaster(f9_local0) or CoD.ExeProfileVarBool(f9_local0, "shoutcaster_inventory") and Engine.IsSpectatingActiveClient(f9_local0)) and CoD.FSM_VISIBILITY(f9_local0) == 0 then if f9_arg0.visible ~= true then f9_arg0:setAlpha(1) f9_arg0.visible = true