CoD.PowerUps = {} CoD.PowerUps.IconSize = 48 CoD.PowerUps.UpgradeIconSize = 36 CoD.PowerUps.EnemyIconSize = 48 CoD.PowerUps.Spacing = 8 CoD.PowerUps.STATE_OFF = 0 CoD.PowerUps.STATE_ON = 1 CoD.PowerUps.STATE_FLASHING_OFF = 2 CoD.PowerUps.STATE_FLASHING_ON = 3 CoD.PowerUps.FLASHING_STAGE_DURATION = 500 CoD.PowerUps.MOVING_DURATION = 500 CoD.PowerUps.UpGradeIconColorRed = { r = 1, g = 0, b = 0, } CoD.PowerUps.EnemyIconColorRed = { r = 0.21, g = 0, b = 0, } CoD.PowerUps.ClientFieldNames = {} CoD.PowerUps.ClientFieldNames[1] = { clientFieldName = "powerup_instant_kill", material = RegisterMaterial("specialty_instakill_zombies"), } CoD.PowerUps.ClientFieldNames[2] = { clientFieldName = "powerup_double_points", material = RegisterMaterial("specialty_doublepoints_zombies"), z_material = RegisterMaterial("specialty_doublepoints_zombies_blue"), } CoD.PowerUps.ClientFieldNames[3] = { clientFieldName = "powerup_fire_sale", material = RegisterMaterial("specialty_firesale_zombies"), } CoD.PowerUps.ClientFieldNames[4] = { clientFieldName = "powerup_bon_fire", material = RegisterMaterial("zom_icon_bonfire"), } CoD.PowerUps.ClientFieldNames[5] = { clientFieldName = "powerup_mini_gun", material = RegisterMaterial("zom_icon_minigun"), } CoD.PowerUps.ClientFieldNames[6] = { clientFieldName = "powerup_zombie_blood", material = RegisterMaterial("specialty_zomblood_zombies"), } CoD.PowerUps.UpgradeClientFieldNames = {} CoD.PowerUps.UpgradeClientFieldNames[1] = { clientFieldName = CoD.PowerUps.ClientFieldNames[1].clientFieldName .. "_ug", material = RegisterMaterial("specialty_instakill_zombies"), color = CoD.PowerUps.UpGradeIconColorRed, } CoD.PowerUps.EnemyClientFieldNames = {} CoD.PowerUps.EnemyClientFieldNames[1] = { clientFieldName = CoD.PowerUps.ClientFieldNames[1].clientFieldName .. "_enemy", material = RegisterMaterial("specialty_instakill_zombies"), color = CoD.PowerUps.EnemyIconColorRed, } CoD.PowerUps.EnemyClientFieldNames[2] = { clientFieldName = CoD.PowerUps.ClientFieldNames[2].clientFieldName .. "_enemy", material = RegisterMaterial("specialty_doublepoints_zombies"), color = CoD.PowerUps.EnemyIconColorRed, } LUI.createMenu.PowerUpsArea = function(LocalClientIndex) local PowerupsAreaWidget = CoD.Menu.NewSafeAreaFromState("PowerUpsArea", LocalClientIndex) PowerupsAreaWidget:setOwner(LocalClientIndex) PowerupsAreaWidget.scaleContainer = CoD.SplitscreenScaler.new(nil, CoD.Zombie.SplitscreenMultiplier) PowerupsAreaWidget.scaleContainer:setLeftRight(false, false, 0, 0) PowerupsAreaWidget.scaleContainer:setTopBottom(false, true, 0, 0) PowerupsAreaWidget:addElement(PowerupsAreaWidget.scaleContainer) local f1_local1 = CoD.PowerUps.IconSize * 0.5 local f1_local2 = CoD.PowerUps.IconSize + CoD.PowerUps.UpgradeIconSize + 10 local Widget = nil PowerupsAreaWidget.powerUps = {} for ClientFieldIndex = 1, #CoD.PowerUps.ClientFieldNames, 1 do Widget = LUI.UIElement.new() Widget:setLeftRight(false, false, -f1_local1, f1_local1) Widget:setTopBottom(false, true, -f1_local2, 0) Widget:registerEventHandler("transition_complete_off_fade_out", CoD.PowerUps.PowerUpIcon_UpdatePosition) local powerUpIcon = LUI.UIImage.new() powerUpIcon:setLeftRight(true, true, 0, 0) powerUpIcon:setTopBottom(false, true, -CoD.PowerUps.IconSize, 0) powerUpIcon:setAlpha(0) Widget:addElement(powerUpIcon) Widget.powerUpIcon = powerUpIcon local upgradePowerUpIcon = LUI.UIImage.new() upgradePowerUpIcon:setLeftRight(false, false, -CoD.PowerUps.UpgradeIconSize / 2, CoD.PowerUps.UpgradeIconSize / 2) upgradePowerUpIcon:setTopBottom(true, false, 0, CoD.PowerUps.UpgradeIconSize) upgradePowerUpIcon:setAlpha(0) Widget:addElement(upgradePowerUpIcon) Widget.upgradePowerUpIcon = upgradePowerUpIcon Widget.powerupId = nil PowerupsAreaWidget.scaleContainer:addElement(Widget) PowerupsAreaWidget.powerUps[ClientFieldIndex] = Widget PowerupsAreaWidget:registerEventHandler(CoD.PowerUps.ClientFieldNames[ClientFieldIndex].clientFieldName, CoD.PowerUps.Update) PowerupsAreaWidget:registerEventHandler(CoD.PowerUps.ClientFieldNames[ClientFieldIndex].clientFieldName .. "_ug", CoD.PowerUps.UpgradeUpdate) end PowerupsAreaWidget.enemyPowerUps = {} for ClientFieldIndex = 1, #CoD.PowerUps.EnemyClientFieldNames, 1 do Widget = LUI.UIElement.new() Widget:setLeftRight(false, false, -f1_local1, f1_local1) Widget:setTopBottom(false, true, -f1_local2, 0) Widget:registerEventHandler("transition_complete_off_fade_out", CoD.PowerUps.PowerUpIcon_UpdatePosition) local enemyPowerUpIcon = LUI.UIImage.new() enemyPowerUpIcon:setLeftRight(false, false, -CoD.PowerUps.EnemyIconSize / 2, CoD.PowerUps.EnemyIconSize / 2) enemyPowerUpIcon:setTopBottom(true, false, 0 - CoD.PowerUps.Spacing, CoD.PowerUps.EnemyIconSize - CoD.PowerUps.Spacing) enemyPowerUpIcon:setAlpha(0) Widget:addElement(enemyPowerUpIcon) Widget.enemyPowerUpIcon = enemyPowerUpIcon Widget.powerupId = nil PowerupsAreaWidget.scaleContainer:addElement(Widget) PowerupsAreaWidget.enemyPowerUps[ClientFieldIndex] = Widget PowerupsAreaWidget:registerEventHandler(CoD.PowerUps.EnemyClientFieldNames[ClientFieldIndex].clientFieldName, CoD.PowerUps.EnemyUpdate) end PowerupsAreaWidget.activePowerUpCount = 0 PowerupsAreaWidget.activeEnemyPowerUpCount = 0 PowerupsAreaWidget:registerEventHandler("hud_update_refresh", CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_HUD_VISIBLE, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_PLAYER_IN_AFTERLIFE, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_EMP_ACTIVE, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_UI_ACTIVE, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_SPECTATING_CLIENT, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_SCOREBOARD_OPEN, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IN_VEHICLE, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IN_GUIDED_MISSILE, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IN_REMOTE_KILLSTREAK_STATIC, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_SCOPED, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_FLASH_BANGED, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_DEMO_CAMERA_MODE_MOVIECAM, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("hud_update_bit_" .. CoD.BIT_DEMO_ALL_GAME_HUD_HIDDEN, CoD.PowerUps.UpdateVisibility) PowerupsAreaWidget:registerEventHandler("powerups_update_position", CoD.PowerUps.UpdatePosition) PowerupsAreaWidget.visible = true return PowerupsAreaWidget end CoD.PowerUps.UpdateVisibility = function(Menu, ClientInstance) local LocalClientIndex = ClientInstance.controller if UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_HUD_VISIBLE) == 1 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IS_PLAYER_IN_AFTERLIFE) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_EMP_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_DEMO_CAMERA_MODE_MOVIECAM) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_DEMO_ALL_GAME_HUD_HIDDEN) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_UI_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IN_KILLCAM) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_SCOREBOARD_OPEN) == 0 and (not CoD.IsShoutcaster(LocalClientIndex) or CoD.ExeProfileVarBool(LocalClientIndex, "shoutcaster_teamscore")) and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IN_GUIDED_MISSILE) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IN_REMOTE_KILLSTREAK_STATIC) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IS_SCOPED) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IN_VEHICLE) == 0 and UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IS_FLASH_BANGED) == 0 then if not Menu.visible then Menu:setAlpha(1) Menu.visible = true end elseif Menu.visible then Menu:setAlpha(0) Menu.visible = nil end end CoD.PowerUps.Update = function(Menu, ClientInstance) CoD.PowerUps.UpdateState(Menu, ClientInstance) CoD.PowerUps.UpdatePosition(Menu, ClientInstance) end CoD.PowerUps.UpdateState = function(Menu, ClientInstance) local PowerUpWidget = nil local ExistingPowerUpIndex = CoD.PowerUps.GetExistingPowerUpIndex(Menu, ClientInstance.name) if ExistingPowerUpIndex ~= nil then PowerUpWidget = Menu.powerUps[ExistingPowerUpIndex] if ClientInstance.newValue == CoD.PowerUps.STATE_ON then PowerUpWidget.powerUpId = ClientInstance.name PowerUpWidget.powerUpIcon:setImage(CoD.PowerUps.GetMaterial(Menu, ClientInstance.controller, ClientInstance.name)) PowerUpWidget.powerUpIcon:setAlpha(1) elseif ClientInstance.newValue == CoD.PowerUps.STATE_OFF then PowerUpWidget.powerUpIcon:beginAnimation("off_fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.powerUpIcon:setAlpha(0) PowerUpWidget.upgradePowerUpIcon:beginAnimation("off_fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.upgradePowerUpIcon:setAlpha(0) PowerUpWidget.powerUpId = nil Menu.activePowerUpCount = Menu.activePowerUpCount - 1 elseif ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_OFF then PowerUpWidget.powerUpIcon:beginAnimation("fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.powerUpIcon:setAlpha(0) elseif ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_ON then PowerUpWidget.powerUpIcon:beginAnimation("fade_in", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.powerUpIcon:setAlpha(1) end elseif ClientInstance.newValue == CoD.PowerUps.STATE_ON or ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_ON then local f4_local2 = CoD.PowerUps.GetFirstAvailablePowerUpIndex(Menu) if f4_local2 ~= nil then PowerUpWidget = Menu.powerUps[f4_local2] PowerUpWidget.powerUpId = ClientInstance.name PowerUpWidget.powerUpIcon:setImage(CoD.PowerUps.GetMaterial(Menu, ClientInstance.controller, ClientInstance.name)) PowerUpWidget.powerUpIcon:setAlpha(1) Menu.activePowerUpCount = Menu.activePowerUpCount + 1 end end end CoD.PowerUps.UpgradeUpdate = function(Menu, ClientInstance) CoD.PowerUps.UpgradeUpdateState(Menu, ClientInstance) end CoD.PowerUps.UpgradeUpdateState = function(Menu, ClientInstance) local PowerUpWidgetIcon = nil local ExistingPowerUpIndex = CoD.PowerUps.GetExistingPowerUpIndex(Menu, string.sub(ClientInstance.name, 0, -4)) if ExistingPowerUpIndex ~= nil then PowerUpWidgetIcon = Menu.powerUps[ExistingPowerUpIndex].upgradePowerUpIcon if ClientInstance.newValue == CoD.PowerUps.STATE_ON then PowerUpWidgetIcon:setImage(CoD.PowerUps.GetUpgradeMaterial(Menu, ClientInstance.name)) PowerUpWidgetIcon:setAlpha(1) CoD.PowerUps.SetUpgradeColor(PowerUpWidgetIcon, ClientInstance.name) elseif ClientInstance.newValue == CoD.PowerUps.STATE_OFF then PowerUpWidgetIcon:beginAnimation("off_fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidgetIcon:setAlpha(0) elseif ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_OFF then PowerUpWidgetIcon:beginAnimation("fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidgetIcon:setAlpha(0) elseif ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_ON then PowerUpWidgetIcon:beginAnimation("fade_in", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidgetIcon:setAlpha(1) end end end CoD.PowerUps.EnemyUpdate = function(Menu, ClientInstance) CoD.PowerUps.EnemyUpdateState(Menu, ClientInstance) CoD.PowerUps.EnemyUpdatePosition(Menu, ClientInstance) end CoD.PowerUps.EnemyUpdateState = function(Menu, ClientInstance) local PowerUpWidget = nil local ExistingPowerUpIndex = CoD.PowerUps.GetExistingEnemyPowerUpIndex(Menu, ClientInstance.name) if ExistingPowerUpIndex ~= nil then PowerUpWidget = Menu.enemyPowerUps[ExistingPowerUpIndex] if ClientInstance.newValue == CoD.PowerUps.STATE_ON then PowerUpWidget.powerupId = ClientInstance.name PowerUpWidget.enemyPowerUpIcon:setImage(CoD.PowerUps.GetEnemyMaterial(Menu, ClientInstance.controller, ClientInstance.name)) PowerUpWidget.enemyPowerUpIcon:setAlpha(1) elseif ClientInstance.newValue == CoD.PowerUps.STATE_OFF then PowerUpWidget.enemyPowerUpIcon:beginAnimation("off_fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.enemyPowerUpIcon:setAlpha(0) PowerUpWidget.powerupId = nil Menu.activeEnemyPowerUpCount = Menu.activeEnemyPowerUpCount - 1 elseif ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_OFF then PowerUpWidget.enemyPowerUpIcon:beginAnimation("fade_out", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.enemyPowerUpIcon:setAlpha(0) elseif ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_ON then PowerUpWidget.enemyPowerUpIcon:beginAnimation("fade_in", CoD.PowerUps.FLASHING_STAGE_DURATION) PowerUpWidget.enemyPowerUpIcon:setAlpha(1) end elseif ClientInstance.newValue == CoD.PowerUps.STATE_ON or ClientInstance.newValue == CoD.PowerUps.STATE_FLASHING_ON then local f4_local2 = CoD.PowerUps.GetFirstAvailableEnemyPowerUpIndex(Menu) if f4_local2 ~= nil then PowerUpWidget = Menu.enemyPowerUps[f4_local2] PowerUpWidget.powerupId = ClientInstance.name PowerUpWidget.enemyPowerUpIcon:setImage(CoD.PowerUps.GetEnemyMaterial(Menu, ClientInstance.controller, ClientInstance.name)) PowerUpWidget.enemyPowerUpIcon:setAlpha(1) CoD.PowerUps.SetEnemyColor(PowerUpWidget.enemyPowerUpIcon, ClientInstance.name) Menu.activeEnemyPowerUpCount = Menu.activeEnemyPowerUpCount + 1 end end end CoD.PowerUps.GetMaterial = function(Menu, LocalClientIndex, ClientFieldName) local f7_local0 = nil for f7_local1 = 1, #CoD.PowerUps.ClientFieldNames, 1 do if CoD.PowerUps.ClientFieldNames[f7_local1].clientFieldName == ClientFieldName then f7_local0 = CoD.PowerUps.ClientFieldNames[f7_local1].material if UIExpression.IsVisibilityBitSet(LocalClientIndex, CoD.BIT_IS_PLAYER_ZOMBIE) == 1 and CoD.PowerUps.ClientFieldNames[f7_local1].z_material then f7_local0 = CoD.PowerUps.ClientFieldNames[f7_local1].z_material break end end end return f7_local0 end CoD.PowerUps.GetUpgradeMaterial = function(Menu, ClientFieldName) local f8_local0 = nil for PowerUpIndex = 1, #CoD.PowerUps.UpgradeClientFieldNames, 1 do if CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].clientFieldName == ClientFieldName then f8_local0 = CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].material break end end return f8_local0 end CoD.PowerUps.GetEnemyMaterial = function(Menu, LocalClientIndex, ClientFieldName) local f8_local0 = nil for PowerUpIndex = 1, #CoD.PowerUps.EnemyClientFieldNames, 1 do if CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].clientFieldName == ClientFieldName then f8_local0 = CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].material break end end return f8_local0 end CoD.PowerUps.SetUpgradeColor = function(Menu, ClientFieldName) local f9_local0 = nil for PowerUpIndex = 1, #CoD.PowerUps.UpgradeClientFieldNames, 1 do if CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].clientFieldName == ClientFieldName then if CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].color then Menu:setRGB(CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].color.r, CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].color.g, CoD.PowerUps.UpgradeClientFieldNames[PowerUpIndex].color.b) break end end end end CoD.PowerUps.SetEnemyColor = function(Menu, ClientFieldName) local f9_local0 = nil for PowerUpIndex = 1, #CoD.PowerUps.EnemyClientFieldNames, 1 do if CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].clientFieldName == ClientFieldName then if CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].color then Menu:setRGB(CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].color.r, CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].color.g, CoD.PowerUps.EnemyClientFieldNames[PowerUpIndex].color.b) break end end end end CoD.PowerUps.GetExistingPowerUpIndex = function(Menu, PowerUpId) for PowerUpIndex = 1, #CoD.PowerUps.ClientFieldNames, 1 do if Menu.powerUps[PowerUpIndex].powerUpId == PowerUpId then return PowerUpIndex end end return nil end CoD.PowerUps.GetExistingEnemyPowerUpIndex = function(Menu, PowerUpId) for PowerUpIndex = 1, #CoD.PowerUps.EnemyClientFieldNames, 1 do if Menu.enemyPowerUps[PowerUpIndex].powerupId == PowerUpId then return PowerUpIndex end end return nil end CoD.PowerUps.GetFirstAvailablePowerUpIndex = function(Menu) for PowerUpIndex = 1, #CoD.PowerUps.ClientFieldNames, 1 do if not Menu.powerUps[PowerUpIndex].powerUpId then return PowerUpIndex end end return nil end CoD.PowerUps.GetFirstAvailableEnemyPowerUpIndex = function(Menu) for PowerUpIndex = 1, #CoD.PowerUps.EnemyClientFieldNames, 1 do if not Menu.enemyPowerUps[PowerUpIndex].powerupId then return PowerUpIndex end end return nil end CoD.PowerUps.PowerUpIcon_UpdatePosition = function(Menu, ClientInstance) if ClientInstance.interrupted ~= true then Menu:dispatchEventToParent({ name = "powerups_update_position", }) end end CoD.PowerUps.UpdatePosition = function(Menu, ClientInstance) local PowerUpWidget = nil local f13_local1 = 0 local f13_local2 = 0 local f13_local3 = nil for PowerUpIndex = 1, #CoD.PowerUps.ClientFieldNames, 1 do PowerUpWidget = Menu.powerUps[PowerUpIndex] if PowerUpWidget.powerUpId ~= nil then if not f13_local3 then f13_local1 = -(CoD.PowerUps.IconSize * 0.5 * Menu.activePowerUpCount + CoD.PowerUps.Spacing * 0.5 * (Menu.activePowerUpCount - 1)) else f13_local1 = f13_local3 + CoD.PowerUps.IconSize + CoD.PowerUps.Spacing end f13_local2 = f13_local1 + CoD.PowerUps.IconSize PowerUpWidget:beginAnimation("move", CoD.PowerUps.MOVING_DURATION) PowerUpWidget:setLeftRight(false, false, f13_local1, f13_local2) f13_local3 = f13_local1 end end end CoD.PowerUps.EnemyUpdatePosition = function(Menu, ClientInstance) local PowerUpWidget = nil local f13_local1 = 0 local f13_local2 = 0 local f13_local3 = nil for PowerUpIndex = 1, #CoD.PowerUps.EnemyClientFieldNames, 1 do PowerUpWidget = Menu.enemyPowerUps[PowerUpIndex] if PowerUpWidget.powerupId ~= nil then if not f13_local3 then f13_local1 = -(CoD.PowerUps.EnemyIconSize * 0.5 * Menu.activeEnemyPowerUpCount + CoD.PowerUps.Spacing * 0.5 * (Menu.activeEnemyPowerUpCount - 1)) else f13_local1 = f13_local3 + CoD.PowerUps.EnemyIconSize + CoD.PowerUps.Spacing end f13_local2 = f13_local1 + CoD.PowerUps.EnemyIconSize PowerUpWidget:beginAnimation("move", CoD.PowerUps.MOVING_DURATION) PowerUpWidget:setLeftRight(false, false, f13_local1, f13_local2) f13_local3 = f13_local1 end end end