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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/zombie/hudpowerupszombie.lua
2024-01-22 18:23:12 -08:00

408 lines
19 KiB
Lua

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