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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-07 21:59:49 -05:00

Move dpad icons

Add dvar for using controller dpad icon positions
Always show dpad arrows
Never show dpad circle background
This commit is contained in:
Jbleezy 2024-01-13 02:19:58 -08:00
parent f765596e79
commit 99d85c9f68
4 changed files with 40 additions and 59 deletions

View File

@ -29,6 +29,7 @@
* Zone name displayed on bottom left of screen - `hud_zone_name`
* 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
* Moved keyboard and mouse dpad icons to their positions from Origins 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

View File

@ -1,3 +1,15 @@
if UIExpression.DvarString(nil, "ui_gametype_obj") == "" then
Engine.SetDvar("ui_gametype_obj", "")
end
if UIExpression.DvarString(nil, "ui_gametype_pro") == "" then
Engine.SetDvar("ui_gametype_pro", 0)
end
if UIExpression.DvarString(nil, "ui_round_number") == "" then
Engine.SetDvar("ui_round_number", 0)
end
local SCOREBOARD_BACKGROUND_OPACITY = 0.7
local SCOREBOARD_COLUMN_BACKGROUND_OPACITY = 0.2
local f0_local6 = 337
@ -31,18 +43,6 @@ local f0_local41 = f0_local40
local SCOREBOARD_MAX_ROWS = CoD.MPZM(23, 18)
local IsDLCMap2, IsDLCMap4, IsClassic = nil, nil, nil
if UIExpression.DvarString(nil, "ui_gametype_obj") == "" then
Engine.SetDvar("ui_gametype_obj", "")
end
if UIExpression.DvarString(nil, "ui_gametype_pro") == "" then
Engine.SetDvar("ui_gametype_pro", 0)
end
if UIExpression.DvarString(nil, "ui_round_number") == "" then
Engine.SetDvar("ui_round_number", 0)
end
CoD.ScoreboardRow = InheritFrom(LUI.UIElement)
local ScoreboardWidgetSetOwnerFunc = function (ScoreboardWidget, LocalClientIndex)

View File

@ -252,11 +252,8 @@ CoD.AmmoAreaZombie.UpdateActionSlots = function (f2_arg0, f2_arg1)
f2_local10:setText(f2_local12.ammo)
Widget:addElement(f2_local10)
end
if CoD.isPC then
local f2_local10 = 0
if CoD.Zombie.IsDLCMap(CoD.Zombie.DLC4Maps) then
f2_local10 = 200
end
if CoD.isPC and UIExpression.DvarBool(nil, "hud_dpad_controller") == 0 then
local f2_local10 = 200
local f2_local11 = nil
if f2_local4 == 1 then
f2_local11 = {
@ -318,7 +315,7 @@ CoD.AmmoAreaZombie.UpdateActionSlots = function (f2_arg0, f2_arg1)
Widget.keyPrompt:setAlignment(LUI.Alignment.Right)
Widget:registerAnimationState("KeyPrompt", f2_local11)
Widget:addElement(Widget.keyPrompt)
if CoD.useController and Engine.LastInput_Gamepad() then
if CoD.useController and Engine.LastInput_Gamepad() or UIExpression.DvarBool(nil, "hud_dpad_controller") == 1 then
CoD.AmmoAreaZombie.ActionSlotInputSourceChanged(Widget, {
source = 0
})
@ -620,7 +617,7 @@ end
CoD.AmmoAreaZombie.ActionSlotInputSourceChanged = function (f15_arg0, f15_arg1)
if CoD.isPC then
if CoD.useController and f15_arg1.source == 0 then
if CoD.useController and f15_arg1.source == 0 or UIExpression.DvarBool(nil, "hud_dpad_controller") == 1 then
f15_arg0:animateToState("default")
if f15_arg0.keyPrompt ~= nil then
f15_arg0.keyPrompt:setAlpha(0)
@ -637,21 +634,12 @@ end
CoD.AmmoAreaZombie.InputSourceChanged = function (f16_arg0, f16_arg1)
if CoD.isPC then
if CoD.useController and f16_arg1.source == 0 then
if f16_arg0.carouselArrows ~= nil then
f16_arg0.carouselArrows:setAlpha(1)
end
if f16_arg0.circleBackground ~= nil then
f16_arg0.circleBackground:setAlpha(1)
end
else
if f16_arg0.carouselArrows ~= nil then
f16_arg0.carouselArrows:setAlpha(0)
end
if f16_arg0.circleBackground ~= nil then
f16_arg0.circleBackground:setAlpha(0)
end
end
if f16_arg0.actionSlots ~= nil then
for f16_local3, f16_local4 in pairs(f16_arg0.actionSlots) do
CoD.AmmoAreaZombie.ActionSlotInputSourceChanged(f16_local4, f16_arg1)

View File

@ -250,7 +250,7 @@ LUI.createMenu.DPadArea = function (f1_arg0)
Widget:registerEventHandler("hud_update_team_change", CoD.DPadArea.UpdateTeamChange)
if CoD.isPC then
Widget:registerEventHandler("input_source_changed", CoD.DPadArea.InputSourceChanged)
if CoD.useController and Engine.LastInput_Gamepad() then
if CoD.useController and Engine.LastInput_Gamepad() or UIExpression.DvarBool(nil, "hud_dpad_controller") == 1 then
CoD.DPadArea.InputSourceChanged(Widget, {
source = 0
})
@ -369,7 +369,8 @@ CoD.DPadArea.UpdateActionSlots = function (f2_arg0, f2_arg1)
f2_local8:setText(f2_local9.ammo)
Widget:addElement(f2_local8)
end
if CoD.isPC then
if CoD.isPC and UIExpression.DvarBool(nil, "hud_dpad_controller") == 0 then
local f2_local10 = 200
local f2_local8 = nil
if f2_local4 == 1 then
f2_local8 = {
@ -379,8 +380,8 @@ CoD.DPadArea.UpdateActionSlots = function (f2_arg0, f2_arg1)
right = 0,
topAnchor = false,
bottomAnchor = false,
top = -f2_local11 / 2 - f2_local4 * f2_local11,
bottom = f2_local11 / 2 - f2_local4 * f2_local11,
top = -f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
bottom = f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
alignment = LUI.Alignment.Right
}
elseif f2_local4 == 3 then
@ -391,8 +392,8 @@ CoD.DPadArea.UpdateActionSlots = function (f2_arg0, f2_arg1)
right = 0,
topAnchor = false,
bottomAnchor = false,
top = -f2_local11 / 2 - f2_local4 * f2_local11,
bottom = f2_local11 / 2 - f2_local4 * f2_local11,
top = -f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
bottom = f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
alignment = LUI.Alignment.Right
}
elseif f2_local4 == 2 then
@ -403,8 +404,8 @@ CoD.DPadArea.UpdateActionSlots = function (f2_arg0, f2_arg1)
right = 0,
topAnchor = false,
bottomAnchor = true,
top = -f2_local11 / 2 - f2_local4 * f2_local11,
bottom = f2_local11 / 2 - f2_local4 * f2_local11,
top = -f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
bottom = f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
alignment = LUI.Alignment.Right
}
elseif f2_local4 == 4 then
@ -415,8 +416,8 @@ CoD.DPadArea.UpdateActionSlots = function (f2_arg0, f2_arg1)
right = 0,
topAnchor = false,
bottomAnchor = true,
top = -f2_local11 / 2 - f2_local4 * f2_local11,
bottom = f2_local11 / 2 - f2_local4 * f2_local11,
top = -f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
bottom = f2_local11 / 2 - f2_local4 * f2_local11 - f2_local10,
alignment = LUI.Alignment.Right
}
end
@ -431,7 +432,7 @@ CoD.DPadArea.UpdateActionSlots = function (f2_arg0, f2_arg1)
Widget.keyPrompt:setAlignment(LUI.Alignment.Right)
Widget:registerAnimationState("KeyPrompt", f2_local8)
Widget:addElement(Widget.keyPrompt)
if CoD.useController and Engine.LastInput_Gamepad() then
if CoD.useController and Engine.LastInput_Gamepad() or UIExpression.DvarBool(nil, "hud_dpad_controller") == 1 then
CoD.DPadArea.ActionSlotInputSourceChanged(Widget, {
source = 0
})
@ -526,7 +527,7 @@ end
CoD.DPadArea.ActionSlotInputSourceChanged = function (f8_arg0, f8_arg1)
if CoD.isPC then
if CoD.useController and f8_arg1.source == 0 then
if CoD.useController and f8_arg1.source == 0 or UIExpression.DvarBool(nil, "hud_dpad_controller") == 1 then
f8_arg0:animateToState("default")
if f8_arg0.keyPrompt ~= nil then
f8_arg0.keyPrompt:setAlpha(0)
@ -543,21 +544,12 @@ end
CoD.DPadArea.InputSourceChanged = function (f9_arg0, f9_arg1)
if CoD.isPC then
if CoD.useController and f9_arg1.source == 0 then
if f9_arg0.carouselArrows ~= nil then
f9_arg0.carouselArrows:setAlpha(1)
end
if f9_arg0.circleBackground ~= nil then
f9_arg0.circleBackground:setAlpha(1)
end
else
if f9_arg0.carouselArrows ~= nil then
f9_arg0.carouselArrows:setAlpha(0)
end
if f9_arg0.circleBackground ~= nil then
f9_arg0.circleBackground:setAlpha(0)
end
end
if f9_arg0.actionSlots ~= nil then
for f9_local3, f9_local4 in pairs(f9_arg0.actionSlots) do
CoD.DPadArea.ActionSlotInputSourceChanged(f9_local4, f9_arg1)