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mirror of https://github.com/JezuzLizard/BO2-Reimagined.git synced 2025-06-07 21:59:49 -05:00
BO2-Reimagined/ui_mp/t6/hud/huddigit.lua
Jbleezy dac2c51691 HUD: add custom ammo display on Tranzit, Nuketown, and Die Rise
HUD: move keyboard & mouse dpad icons to the same position as controller dpad icons
HUD: increase size of MOTD dpad image
2024-04-25 00:07:17 -07:00

136 lines
5.0 KiB
Lua

CoD.HUDDigit = InheritFrom(LUI.UIElement)
CoD.HUDDigit.Width = 32
CoD.HUDDigit.Spacing = 22
CoD.HUDDigit.BigBottomNumbersY = -87
CoD.HUDDigit.BigNumbersHeight = 64
CoD.HUDDigit.SmallDigitScale = 0.75
CoD.HUDDigit.SmallDigitHeightOffset = 4
CoD.HUDDigit.SmallDigitHeightDifference = 12
CoD.HUDDigit.SmallNumbersHeight = CoD.HUDDigit.BigNumbersHeight * CoD.HUDDigit.SmallDigitScale
CoD.HUDDigit.Slash = 10
CoD.HUDDigit.Line = 11
local f0_local0, f0_local1, f0_local2 = nil
local f0_local3 = 500
local f0_local4, f0_local5, f0_local6 = nil
CoD.HUDDigit.new = function()
f0_local0()
local Widget = LUI.UIElement.new()
Widget:setClass(CoD.HUDDigit)
Widget.foreground = LUI.UIImage.new()
Widget.foreground:setLeftRight(true, true, 0, 0)
Widget.foreground:setTopBottom(true, true, 0, 0)
Widget.foreground:registerEventHandler("transition_complete_normal", f0_local4)
Widget.foreground:registerEventHandler("transition_complete_pulse_red", f0_local6)
Widget:addElement(Widget.foreground)
if CoD.isZombie == false then
Widget.background = LUI.UIImage.new()
Widget.background:setLeftRight(true, true, 0, 0)
Widget.background:setTopBottom(true, true, 0, 0)
Widget.background:setRGB(CoD.offWhite.r, CoD.offWhite.g, CoD.offWhite.b)
Widget.background:setAlpha(0.6)
Widget.background:registerEventHandler("transition_complete_normal", f0_local4)
Widget.background:registerEventHandler("transition_complete_pulse_red", f0_local5)
Widget:addElement(Widget.background)
end
return Widget
end
f0_local0 = function()
if not f0_local1 then
local f2_local0 = "transit_"
if CoD.Zombie.IsDLCMap(CoD.Zombie.DLC1Maps) then
f2_local0 = "highrise_"
elseif CoD.Zombie.IsDLCMap(CoD.Zombie.DLC2Maps) then
f2_local0 = "hell_"
elseif CoD.Zombie.IsDLCMap(CoD.Zombie.DLC3Maps) then
f2_local0 = "buried_"
elseif CoD.Zombie.IsDLCMap(CoD.Zombie.DLC4Maps) then
f2_local0 = "tomb_"
end
if f2_local0 ~= "" then
f0_local2 = {}
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "0")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "1")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "2")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "3")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "4")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "5")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "6")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "7")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "8")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "9")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "slash")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_zm_num_" .. f2_local0 .. "line")
else
f0_local2 = {}
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_0_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_1_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_2_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_3_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_4_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_5_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_6_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_7_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_8_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_9_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_slash_white")
f0_local2[#f0_local2 + 1] = RegisterMaterial("hud_sp_num_big_line_white")
end
end
end
CoD.HUDDigit.setDigit = function(f3_arg0, f3_arg1, f3_arg2)
if f3_arg2 then
if not f3_arg0.pulsing then
f3_arg0.pulsing = true
if f3_arg0.background then
f0_local4(f3_arg0.background)
end
f0_local4(f3_arg0.foreground)
end
elseif f3_arg0.pulsing then
f3_arg0.pulsing = nil
if f3_arg0.background then
f0_local5(f3_arg0.background)
end
f0_local6(f3_arg0.foreground)
end
if f3_arg0.background then
f3_arg0.background:setImage(f0_local1[f3_arg1 + 1])
end
f3_arg0.foreground:setImage(f0_local2[f3_arg1 + 1])
f3_arg0:setAlpha(1)
end
f0_local4 = function(f4_arg0, f4_arg1)
if f4_arg1 and f4_arg1.interrupted then
return
else
f4_arg0:beginAnimation("pulse_red", f0_local3)
f4_arg0:setRGB(1, 0, 0)
end
end
f0_local5 = function(f5_arg0, f5_arg1)
if f5_arg1 and f5_arg1.interrupted then
return
elseif f5_arg1 then
f5_arg0:beginAnimation("normal", f0_local3)
else
f5_arg0:completeAnimation()
end
f5_arg0:setRGB(1, 1, 1)
end
f0_local6 = function(f6_arg0, f6_arg1)
if f6_arg1 and f6_arg1.interrupted then
return
elseif f6_arg1 then
f6_arg0:beginAnimation("normal", f0_local3)
else
f6_arg0:completeAnimation()
end
f6_arg0:setRGB(1, 1, 1)
end