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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/huddpadareazombie.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

560 lines
19 KiB
Lua

CoD.DPadArea = {}
CoD.DPadArea.CircleSize = 128
CoD.DPadArea.InterlacedLinesWidth = 300
CoD.DPadArea.InterlacedLinesHeight = 150
CoD.DPadArea.InventoryAnimationDuration = 250
CoD.DPadArea.ArrowColor = {
r = 1,
g = 1,
b = 1,
}
CoD.DPadArea.RewardIconSize = 64
CoD.DPadArea.InterlacedLinesMaterial = RegisterMaterial("hud_dpad_blood")
CoD.DPadArea.CircleBackgroundMaterial = RegisterMaterial("hud_lui_dpad_circle")
CoD.DPadArea.ArrowMaterial = RegisterMaterial("hud_lui_arrow_global")
CoD.OffhandIcons.Width_Zombie = CoD.OffhandIcons.Width * 3
if CoD.isPS3 == true then
CoD.DPadArea.DPadMaterial = RegisterMaterial("hud_dpad_ps3")
else
CoD.DPadArea.DPadMaterial = RegisterMaterial("hud_dpad_xenon")
end
LUI.createMenu.DPadArea = function(f1_arg0)
local f1_local0 = CoD.Menu.NewSafeAreaFromState("DPadArea", f1_arg0)
f1_local0:setOwner(f1_arg0)
f1_local0.scaleContainer = CoD.SplitscreenScaler.new(nil, CoD.Zombie.SplitscreenMultiplier)
f1_local0.scaleContainer:setLeftRight(false, true, 0, 0)
f1_local0.scaleContainer:setTopBottom(false, true, 0, 0)
f1_local0:addElement(f1_local0.scaleContainer)
local Widget = LUI.UIElement.new()
f1_local0.scaleContainer:addElement(Widget)
Widget:setLeftRight(false, true, -CoD.DPadArea.CircleSize, 0)
Widget:setTopBottom(false, true, -CoD.DPadArea.CircleSize, 0)
Widget.id = "DpadCircle"
local f1_local2 = 10
Widget:addElement(LUI.UIImage.new({
left = -CoD.DPadArea.InterlacedLinesWidth,
top = f1_local2 - CoD.DPadArea.InterlacedLinesHeight,
right = 0,
bottom = f1_local2,
leftAnchor = false,
topAnchor = false,
rightAnchor = true,
bottomAnchor = true,
red = 0.21,
green = 0,
blue = 0,
material = CoD.DPadArea.InterlacedLinesMaterial,
}))
Widget.circleBackground = LUI.UIImage.new()
Widget.circleBackground:setLeftRight(true, true, 0, 0)
Widget.circleBackground:setTopBottom(true, true, 0, 0)
Widget.circleBackground:setImage(CoD.DPadArea.CircleBackgroundMaterial)
Widget:addElement(Widget.circleBackground)
CoD.OffhandIcons.Width = CoD.OffhandIcons.Width_Zombie
Widget:addElement(CoD.AmmoCounter.new({
left = 0,
top = 0,
right = 0,
bottom = 0,
leftAnchor = true,
topAnchor = true,
rightAnchor = true,
bottomAnchor = true,
}))
Widget:addElement(CoD.OtherAmmoCounters.new({
left = 0,
top = 0,
right = 0,
bottom = 0,
leftAnchor = true,
topAnchor = true,
rightAnchor = true,
bottomAnchor = true,
}))
local f1_local3 = -88
local f1_local4 = -121
Widget:addElement(CoD.WeaponLabel.new({
left = f1_local4 - 100,
top = f1_local3 - CoD.WeaponLabel.TextHeight,
right = f1_local4,
bottom = f1_local3,
leftAnchor = false,
topAnchor = false,
rightAnchor = true,
bottomAnchor = true,
}))
local f1_local5 = -49
local f1_local6 = -1
Widget:addElement(CoD.OffhandIcons.new("lethal", {
left = f1_local5 - CoD.OffhandIcons.Width,
top = f1_local6 - CoD.OffhandIcons.Size,
right = f1_local5,
bottom = f1_local6,
leftAnchor = false,
topAnchor = false,
rightAnchor = true,
bottomAnchor = true,
}))
Widget:addElement(CoD.OffhandIcons.new("tactical", {
left = f1_local5 - CoD.OffhandIcons.Width * 2,
top = f1_local6 - CoD.OffhandIcons.Size,
right = f1_local5 - CoD.OffhandIcons.Width,
bottom = f1_local6,
leftAnchor = false,
topAnchor = false,
rightAnchor = true,
bottomAnchor = true,
}))
Widget.carouselArrows = LUI.UIElement.new({
left = 0,
top = 0,
right = 0,
bottom = 0,
leftAnchor = true,
topAnchor = true,
rightAnchor = true,
bottomAnchor = true,
})
Widget:addElement(Widget.carouselArrows)
local f1_local7 = 8
local f1_local8 = 8
local f1_local9 = 4
Widget.carouselArrows:addElement(LUI.UIImage.new({
left = -f1_local7 / 2,
top = -f1_local9 - f1_local8,
right = f1_local7 / 2,
bottom = -f1_local9,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = false,
red = CoD.DPadArea.ArrowColor.r,
green = CoD.DPadArea.ArrowColor.g,
blue = CoD.DPadArea.ArrowColor.b,
alpha = CoD.HUDAlphaFull,
material = CoD.DPadArea.ArrowMaterial,
}))
Widget.carouselArrows:addElement(LUI.UIImage.new({
left = -f1_local7 / 2,
top = f1_local9,
right = f1_local7 / 2,
bottom = f1_local9 + f1_local8,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = false,
red = CoD.DPadArea.ArrowColor.r,
green = CoD.DPadArea.ArrowColor.g,
blue = CoD.DPadArea.ArrowColor.b,
alpha = CoD.HUDAlphaFull,
material = CoD.DPadArea.ArrowMaterial,
zRot = 180,
}))
Widget.carouselArrows:addElement(LUI.UIImage.new({
left = -f1_local9 - f1_local8 / 2 - f1_local7 / 2,
top = -f1_local8 / 2,
right = -f1_local9 - f1_local8 / 2 + f1_local7 / 2,
bottom = f1_local8 / 2,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = false,
red = CoD.DPadArea.ArrowColor.r,
green = CoD.DPadArea.ArrowColor.g,
blue = CoD.DPadArea.ArrowColor.b,
alpha = CoD.HUDAlphaFull,
material = CoD.DPadArea.ArrowMaterial,
zRot = 90,
}))
Widget.carouselArrows:addElement(LUI.UIImage.new({
left = f1_local9 + f1_local8 / 2 - f1_local7 / 2,
top = -f1_local8 / 2,
right = f1_local9 + f1_local8 / 2 + f1_local7 / 2,
bottom = f1_local8 / 2,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = false,
red = CoD.DPadArea.ArrowColor.r,
green = CoD.DPadArea.ArrowColor.g,
blue = CoD.DPadArea.ArrowColor.b,
alpha = CoD.HUDAlphaFull,
material = CoD.DPadArea.ArrowMaterial,
zRot = -90,
}))
local f1_local10 = 3
local inventoryWeapon = LUI.UIElement.new({
left = 0,
top = f1_local10 - CoD.DPadArea.RewardIconSize,
right = CoD.DPadArea.CircleSize / 2,
bottom = f1_local10,
leftAnchor = false,
topAnchor = true,
rightAnchor = false,
bottomAnchor = false,
alpha = 0,
})
inventoryWeapon:registerAnimationState("show", {
alpha = 1,
})
Widget:addElement(inventoryWeapon)
Widget.inventoryWeapon = inventoryWeapon
local inventoryWeaponIcon = LUI.UIImage.new({
left = -CoD.DPadArea.RewardIconSize / 2,
top = 10,
right = CoD.DPadArea.RewardIconSize / 2,
bottom = 10 + CoD.DPadArea.RewardIconSize,
leftAnchor = false,
topAnchor = true,
rightAnchor = false,
bottomAnchor = false,
alpha = CoD.DPadArea.RewardIconEnabledAlpha,
})
inventoryWeapon:addElement(inventoryWeaponIcon)
Widget.inventoryWeaponIcon = inventoryWeaponIcon
local f1_local13 = LUI.UIText.new({
left = -1,
top = -10,
right = 1,
bottom = 14,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = true,
})
f1_local13:setText(Engine.Localize("MPUI_HINT_INVENTORY_CAPS", UIExpression.KeyBinding(f1_arg0, "+weapnext_inventory")))
f1_local13:setFont(CoD.fonts.Big)
inventoryWeapon:addElement(f1_local13)
Widget:registerEventHandler("hud_update_refresh", CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_HUD_VISIBLE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_EMP_ACTIVE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_DEMO_CAMERA_MODE_MOVIECAM, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_DEMO_ALL_GAME_HUD_HIDDEN, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IN_VEHICLE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IN_GUIDED_MISSILE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IN_REMOTE_KILLSTREAK_STATIC, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_AMMO_COUNTER_HIDE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_FLASH_BANGED, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_UI_ACTIVE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_SPECTATING_CLIENT, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_SCOREBOARD_OPEN, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_PLAYER_DEAD, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_SCOPED, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_bit_" .. CoD.BIT_IS_PLAYER_ZOMBIE, CoD.DPadArea.UpdateVisibility)
Widget:registerEventHandler("hud_update_actionslots", CoD.DPadArea.UpdateActionSlots)
Widget:registerEventHandler("hud_update_inventory_weapon", CoD.DPadArea.UpdateInventoryWeapon)
-- Widget:registerEventHandler("hud_fade_dpad", CoD.DPadArea.UpdateFading)
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() or UIExpression.DvarBool(nil, "hud_dpad_pc") == 0 then
CoD.DPadArea.InputSourceChanged(Widget, {
source = 0,
})
else
CoD.DPadArea.InputSourceChanged(Widget, {
source = 1,
})
end
end
Widget.visible = true
return f1_local0
end
CoD.DPadArea.UpdateActionSlots = function(f2_arg0, f2_arg1)
if f2_arg0.actionSlots == nil then
f2_arg0.actionSlots = {}
else
for f2_local3, f2_local4 in pairs(f2_arg0.actionSlots) do
f2_local4:close()
end
f2_arg0.actionSlots = {}
end
for f2_local4, f2_local9 in pairs(f2_arg1.actionSlotData) do
local f2_local10 = CoD.DPadArea.CircleSize / 4
local f2_local11 = f2_local10 * f2_local9.aspectRatio
local f2_local5 = nil
if f2_local9.ammo > 0 or f2_local4 == 1 then
f2_local5 = CoD.HUDAlphaFull
else
f2_local5 = CoD.HUDAlphaEmpty
end
local Widget, f2_local7 = nil
if f2_local4 == 1 then
f2_local7 = {
left = -f2_local11 / 2,
top = CoD.DPadArea.CircleSize / 4 - f2_local10 / 2,
right = f2_local11 / 2,
bottom = CoD.DPadArea.CircleSize / 4 + f2_local10 / 2,
leftAnchor = false,
topAnchor = true,
rightAnchor = false,
bottomAnchor = false,
alphaMultiplier = 1,
}
elseif f2_local4 == 2 then
f2_local7 = {
left = -f2_local11 / 2,
top = -CoD.DPadArea.CircleSize / 4 - f2_local10 / 2,
right = f2_local11 / 2,
bottom = -CoD.DPadArea.CircleSize / 4 + f2_local10 / 2,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = true,
alphaMultiplier = 1,
}
elseif f2_local4 == 3 then
f2_local7 = {
left = CoD.DPadArea.CircleSize / 4 - f2_local11 / 2,
top = -f2_local10 / 2,
right = CoD.DPadArea.CircleSize / 4 + f2_local11 / 2,
bottom = f2_local10 / 2,
leftAnchor = true,
topAnchor = false,
rightAnchor = false,
bottomAnchor = false,
alphaMultiplier = 1,
}
elseif f2_local4 == 4 then
f2_local7 = {
left = -CoD.DPadArea.CircleSize / 4 - f2_local11 / 2,
top = -f2_local10 / 2,
right = -CoD.DPadArea.CircleSize / 4 + f2_local11 / 2,
bottom = f2_local10 / 2,
leftAnchor = false,
topAnchor = false,
rightAnchor = true,
bottomAnchor = false,
}
end
if f2_local7 ~= nil then
Widget = LUI.UIElement.new(f2_local7)
if Widget ~= nil then
f2_arg0:addElement(Widget)
f2_arg0.actionSlots[f2_local4] = Widget
Widget:addElement(LUI.UIImage.new({
left = 0,
top = 0,
right = 0,
bottom = 0,
leftAnchor = true,
topAnchor = true,
rightAnchor = true,
bottomAnchor = true,
red = CoD.HUDBaseColor.r,
green = CoD.HUDBaseColor.g,
blue = CoD.HUDBaseColor.b,
alpha = f2_local5,
material = f2_local9.material,
}))
if f2_local4 ~= 1 and f2_local4 ~= 2 and f2_local9.hasSelectFireAttachment == false then
local f2_local8 = LUI.UIText.new({
left = -10,
top = -CoD.textSize.Default / 2,
right = 10,
bottom = CoD.textSize.Default / 2,
leftAnchor = false,
topAnchor = false,
rightAnchor = false,
bottomAnchor = false,
red = 1,
green = 1,
blue = 1,
alpha = CoD.HUDAlphaFull,
})
f2_local8:setText(f2_local9.ammo)
Widget:addElement(f2_local8)
end
if CoD.isPC and UIExpression.DvarBool(nil, "hud_dpad_pc") == 1 then
local f2_local10 = 200
local f2_local8 = nil
if f2_local4 == 1 then
f2_local8 = {
leftAnchor = false,
rightAnchor = true,
left = -f2_local11,
right = 0,
topAnchor = false,
bottomAnchor = false,
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
f2_local8 = {
leftAnchor = false,
rightAnchor = true,
left = -f2_local11,
right = 0,
topAnchor = false,
bottomAnchor = false,
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
f2_local8 = {
leftAnchor = false,
rightAnchor = true,
left = -f2_local11,
right = 0,
topAnchor = false,
bottomAnchor = true,
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
f2_local8 = {
leftAnchor = false,
rightAnchor = true,
left = -f2_local11,
right = 0,
topAnchor = false,
bottomAnchor = true,
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
if f2_local8 ~= nil then
Widget.slotIndex = f2_local4
Widget.keyPrompt = LUI.UIText.new(f2_local8)
Widget.keyPrompt:setRGB(CoD.yellowGlow.r, CoD.yellowGlow.g, CoD.yellowGlow.b)
Widget.keyPrompt:setFont(CoD.fonts.Condensed)
Widget.keyPrompt:setTopBottom(false, false, -CoD.textSize.Default / 2, CoD.textSize.Default / 2)
Widget.keyPrompt:setLeftRight(false, true, -f2_local11 - 120, -f2_local11 - 10)
Widget.keyPrompt:setAlpha(0.5)
Widget.keyPrompt:setAlignment(LUI.Alignment.Right)
Widget:registerAnimationState("KeyPrompt", f2_local8)
Widget:addElement(Widget.keyPrompt)
if CoD.useController and Engine.LastInput_Gamepad() or UIExpression.DvarBool(nil, "hud_dpad_pc") == 0 then
CoD.DPadArea.ActionSlotInputSourceChanged(Widget, {
source = 0,
})
else
CoD.DPadArea.ActionSlotInputSourceChanged(Widget, {
source = 1,
})
end
end
end
end
end
end
end
CoD.DPadArea.UpdateInventoryWeapon = function(f3_arg0, f3_arg1)
local f3_local0 = f3_arg0.inventoryWeapon
local f3_local1 = nil
if f3_arg1.teleported ~= true then
f3_local1 = CoD.DPadArea.InventoryAnimationDuration
end
if f3_arg1.materialName ~= nil then
local f3_local2 = f3_arg0.inventoryWeaponIcon
f3_local2:registerAnimationState("default", {
material = f3_arg1.material,
})
f3_local2:animateToState("default")
f3_local0:animateToState("show", f3_local1)
else
f3_local0:animateToState("default", f3_local1)
end
end
CoD.DPadArea.UpdateFading = function(f4_arg0, f4_arg1)
if UIExpression.IsVisibilityBitSet(controller, CoD.BIT_HUD_VISIBLE) == 1 then
if f4_arg1.alpha == 0 then
f4_arg0:beginAnimation("fading", 500)
end
f4_arg0:setAlpha(f4_arg1.alpha)
end
end
CoD.DPadArea.UpdateVisibility = function(f5_arg0, f5_arg1)
local f5_local0 = f5_arg1.controller
if UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_HUD_VISIBLE) == 1 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_EMP_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_DEMO_CAMERA_MODE_MOVIECAM) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_DEMO_ALL_GAME_HUD_HIDDEN) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IN_VEHICLE) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IN_GUIDED_MISSILE) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IN_REMOTE_KILLSTREAK_STATIC) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_AMMO_COUNTER_HIDE) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IS_FLASH_BANGED) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_UI_ACTIVE) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_SCOREBOARD_OPEN) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IN_KILLCAM) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IS_SCOPED) == 0 and UIExpression.IsVisibilityBitSet(f5_local0, CoD.BIT_IS_PLAYER_ZOMBIE) == 0 and (not CoD.IsShoutcaster(f5_local0) or CoD.ExeProfileVarBool(f5_local0, "shoutcaster_scorestreaks") and Engine.IsSpectatingActiveClient(f5_local0)) and CoD.FSM_VISIBILITY(f5_local0) == 0 then
if f5_arg0.visible ~= true then
f5_arg0:setAlpha(1)
f5_arg0.m_inputDisabled = nil
f5_arg0.visible = true
end
elseif f5_arg0.visible == true then
f5_arg0:setAlpha(0)
f5_arg0.m_inputDisabled = true
f5_arg0.visible = nil
end
f5_arg0:dispatchEventToChildren(f5_arg1)
end
CoD.DPadArea.UpdateTeamChange = function(f6_arg0, f6_arg1)
if Dvar.ui_gametype:get() == CoD.Zombie.GAMETYPE_ZCLEANSED then
if f6_arg1.team == CoD.TEAM_AXIS then
if f6_arg0.visible == true then
f6_arg0:setAlpha(0)
f6_arg0.m_inputDisabled = true
f6_arg0.visible = false
end
elseif f6_arg0.visible ~= true then
f6_arg0:setAlpha(1)
f6_arg0.m_inputDisabled = nil
f6_arg0.visible = true
end
end
end
CoD.DPadArea.SetKeyBind = function(f7_arg0)
local f7_local0, f7_local1 = nil
if f7_arg0.keyPrompt ~= nil and f7_arg0.slotIndex ~= nil then
if f7_arg0.slotIndex == 4 then
f7_local1 = "+actionslot 4"
elseif f7_arg0.slotIndex == 3 then
f7_local1 = "+actionslot 3"
elseif f7_arg0.slotIndex == 1 then
f7_local1 = "+actionslot 1"
elseif f7_arg0.slotIndex == 2 then
f7_local1 = "+actionslot 2"
end
if f7_local1 ~= nil then
f7_arg0.keyPrompt:setText(Engine.GetKeyBindingLocalizedString(0, f7_local1, 0))
end
end
end
CoD.DPadArea.ActionSlotInputSourceChanged = function(f8_arg0, f8_arg1)
if CoD.isPC then
if CoD.useController and f8_arg1.source == 0 or UIExpression.DvarBool(nil, "hud_dpad_pc") == 0 then
f8_arg0:animateToState("default")
if f8_arg0.keyPrompt ~= nil then
f8_arg0.keyPrompt:setAlpha(0)
end
else
f8_arg0:animateToState("KeyPrompt")
CoD.DPadArea.SetKeyBind(f8_arg0)
if f8_arg0.keyPrompt ~= nil then
f8_arg0.keyPrompt:setAlpha(0.8)
end
end
end
end
CoD.DPadArea.InputSourceChanged = function(f9_arg0, f9_arg1)
if CoD.isPC then
if f9_arg0.carouselArrows ~= nil then
f9_arg0.carouselArrows:setAlpha(1)
end
if f9_arg0.circleBackground ~= nil then
f9_arg0.circleBackground:setAlpha(0)
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)
end
end
end
end