local f0_local0 = module local f0_local1, f0_local2 = ... f0_local0( f0_local1, package.seeall ) CoD.PrintModuleLoad( _NAME ) f0_local0 = function ( f1_arg0, f1_arg1 ) Engine.NotifyServer( "gambler_anim_complete", 1 ) end f0_local1 = function ( f2_arg0 ) if Game.GetOmnvar( f2_arg0 ) >= 0 then return true else return false end end f0_local2 = function ( f3_arg0, f3_arg1 ) local f3_local0 = f3_arg1.value if f3_local0 ~= nil then if Game.IsCinematicCameraActive() then return end local f3_local1 = 500 local f3_local2 = f3_arg0:getChildById( "damageFeedbackImageId" ) if f3_local0 == "hitblastshield" then f3_local2:animateToState( "blastshield", 0 ) elseif f3_local0 == "thermobaric_debuff" then f3_local2:animateToState( "thermoDebuff", 0 ) f3_local1 = 1000 elseif f3_local0 == "hitlightarmor" then f3_local2:animateToState( "light_armor", 0 ) elseif f3_local0 == "hitmorehealth" then f3_local2:animateToState( "more_health", 0 ) elseif f3_local0 == "hitmotionsensor" then f3_local2:animateToState( "motion_sensor", 0 ) f3_local1 = 2500 elseif f3_local0 == "hitalienarmor" then f3_local2:animateToState( "alienarmor", 0 ) elseif f3_local0 == "hitaliensoft" then f3_local2:animateToState( "aliensoft", 0 ) elseif f3_local0 == "hitjuggernaut" then f3_local2:animateToState( "juggernaut", 0 ) elseif f3_local0 == "hitkill" then f3_local2:animateToState( "hitkill", 0 ) elseif f3_local0 == "hitkilljugg" then f3_local2:animateToState( "hitkilljugg", 0 ) elseif f3_local0 == "hitdeadeyekill" then f3_local2:animateToState( "hitdeadeyekill", 0 ) elseif f3_local0 == "hitkillblast" then f3_local2:animateToState( "hitkillblast", 0 ) elseif f3_local0 == "thermodebuff_kill" then f3_local2:animateToState( "thermodebuff_kill", 0 ) else f3_local2:animateToState( "default", 0 ) end local f3_local3 = MBh.AnimateSequence( { { "active", 0 }, { "default", f3_local1 } } ) f3_local3( f3_arg0 ) end end local f0_local3 = function ( f4_arg0, f4_arg1 ) local f4_local0 = f4_arg1.value if f4_local0 ~= nil then if Game.IsCinematicCameraActive() then return end local f4_local1 = f4_arg0:getChildById( "deadeyeBaseContainer" ) local f4_local2 = f4_arg0:getChildById( "deadeyePulseContainer" ) if f4_local0 == "hitcritical" or f4_local0 == "hitdeadeyekill" then local f4_local3 = MBh.AnimateSequence( { { "default", 100 }, { "active", 20 }, { "close", 50 } } ) f4_local3( f4_local1 ) f4_local3 = MBh.AnimateSequence( { { "default", 0 }, { "active", 50 }, { "close", 90 } } ) f4_local3( f4_local2 ) end end end local f0_local4 = function ( f5_arg0, f5_arg1 ) if f5_arg1.value ~= -1 then local f5_local0 = f5_arg0:getChildById( "gamblerIconId" ) local f5_local1 = f5_arg0:getChildById( "gamblerTextId" ) local f5_local2 = Engine.TableLookupByRow( PerkTable.File, f5_arg1.value, PerkTable.Cols.Image ) local f5_local3 = Engine.TableLookupByRow( PerkTable.File, f5_arg1.value, PerkTable.Cols.Name ) local f5_local4 = RegisterMaterial( f5_local2 ) f5_local1:setText( Engine.Localize( f5_local3 ) ) CoD.SetMaterial( f5_local0, f5_local4 ) local f5_local5 = MBh.AnimateSequence( { { "active", 0 }, { "inactive", 2500 } } ) f5_local5( f5_arg0 ) end end local f0_local5 = function () local self = LUI.UIElement.new() self:registerAnimationState( "default", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -16, bottom = 16, left = -16, right = 16, alpha = 1 } ) self:animateToState( "default" ) self:registerOmnvarHandler( "damage_feedback", f0_local3 ) local f6_local1 = LUI.UIElement.new() f6_local1.id = "deadeyeBaseContainer" f6_local1:registerAnimationState( "default", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -16, left = -16, right = 16, height = 64, alpha = 0 } ) f6_local1:registerAnimationState( "active", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -20, left = -20, right = 20, height = 70, alpha = 0.5 } ) f6_local1:registerAnimationState( "close", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -22, left = -22, right = 22, height = 72, alpha = 0 } ) f6_local1:animateToState( "default" ) local f6_local2 = LUI.UIImage.new() f6_local2.id = "deadeyeBaseImage" f6_local2:registerAnimationState( "default", { material = RegisterMaterial( "damage_feedback_deadeye" ), topAnchor = true, leftAnchor = true, rightAnchor = true, bottomAnchor = true, alpha = 1 } ) f6_local2:animateToState( "default" ) f6_local1:addElement( f6_local2 ) local f6_local3 = LUI.UIElement.new() f6_local3.id = "deadeyePulseContainer" f6_local3:registerAnimationState( "default", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -16, left = -16, right = 16, height = 64, alpha = 0 } ) f6_local3:registerAnimationState( "active", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -32, left = -32, right = 32, height = 128, alpha = 1 } ) f6_local3:registerAnimationState( "close", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -64, left = -64, right = 64, height = 256, alpha = 0 } ) f6_local3:animateToState( "default" ) local f6_local4 = LUI.UIImage.new() f6_local4.id = "deadeyePulseImage" f6_local4:registerAnimationState( "default", { material = RegisterMaterial( "damage_feedback_deadeye" ), topAnchor = true, leftAnchor = true, rightAnchor = true, bottomAnchor = true, alpha = 1 } ) f6_local4:animateToState( "default" ) f6_local3:addElement( f6_local4 ) self:addElement( f6_local1 ) self:addElement( f6_local3 ) return self end local f0_local6 = function () local self = LUI.UIElement.new() self.id = "gamblerHudId" self:registerAnimationState( "default", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -16, bottom = 16, left = -16, right = 16, alpha = 0 } ) self:registerAnimationState( "active", { alpha = 1 } ) self:registerAnimationState( "inactive", { alpha = 0 } ) self:animateToState( "default" ) self:registerOmnvarHandler( "ui_gambler_show", f0_local4 ) self:registerEventHandler( "transition_complete_inactive", f0_local0 ) local f7_local1 = LUI.UIImage.new() f7_local1.id = "gamblerIconId" f7_local1:registerAnimationState( "default", { topAnchor = true, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = 95, left = -20, right = 20, height = 40 } ) f7_local1:animateToState( "default" ) local f7_local2 = LUI.UIText.new() f7_local2.id = "gamblerTextId" f7_local2:registerAnimationState( "default", { topAnchor = true, bottomAnchor = false, leftAnchor = false, rightAnchor = false, bottom = 160, left = -100, right = 100, height = CoD.TextSettings.SmallFont.Height, font = CoD.TextSettings.SmallFont.Font, alignment = LUI.Alignment.Center, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 1 } ) f7_local2:animateToState( "default" ) f7_local2:setText( "Enter Ability Name Here" ) f7_local2:setTextStyle( CoD.TextStyle.Shadowed ) self:addElement( f7_local1 ) self:addElement( f7_local2 ) return self end function damageFeedbackHudDef() local f8_local0 = RegisterMaterial( "damage_feedback" ) local self = LUI.UIElement.new() self.id = "damageFeedbackHud" self:registerAnimationState( "default", { topAnchor = true, bottomAnchor = true, leftAnchor = true, rightAnchor = true, top = 0, left = 0, right = 0, bottom = 0 } ) self:animateToState( "default" ) local f8_local2 = LUI.UIElement.new() f8_local2:registerAnimationState( "default", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -16, bottom = 16, left = -16, right = 16, alpha = 0 } ) f8_local2:registerAnimationState( "active", { alpha = 1 } ) f8_local2:animateToState( "default" ) f8_local2:registerOmnvarHandler( "damage_feedback", f0_local2 ) local f8_local3 = { { name = "default", material = f8_local0 } } if not Engine.IsAliensMode() then local f8_local4 = Engine.UsingSplitscreenUpscaling() and 137 or 100 local f8_local5 = RegisterMaterial( "damage_feedback_blastshield" ) local f8_local6 = RegisterMaterial( "damage_feedback_thermodebuff" ) local f8_local7 = RegisterMaterial( "damage_feedback_juggernaut" ) LUI.ConcatenateToTable( f8_local3, { { name = "blastshield", material = f8_local5 }, { name = "thermoDebuff", material = f8_local6 }, { name = "juggernaut", material = f8_local7 }, { name = "light_armor", material = RegisterMaterial( "damage_feedback_lightarmor" ) }, { name = "more_health", material = RegisterMaterial( "damage_feedback_morehealth" ) }, { name = "motion_sensor", material = RegisterMaterial( "damage_feedback_motionsensor" ) }, { name = "hitkill", material = f8_local0, red = 0.9, green = 0.63, blue = 0 }, { name = "hitkilljugg", material = f8_local7, red = 0.9, green = 0.63, blue = 0 }, { name = "hitkillblast", material = f8_local5, red = 0.9, green = 0.63, blue = 0 }, { name = "hitdeadeyekill", material = f8_local0, red = 0.9, green = 0.63, blue = 0 }, { name = "thermodebuff_kill", material = f8_local6, red = 0.9, green = 0.63, blue = 0 } } ) else LUI.ConcatenateToTable( f8_local3, { { name = "alienarmor", material = RegisterMaterial( "damage_feedback_alienarmor" ) }, { name = "aliensoft", material = RegisterMaterial( "damage_feedback_aliensoft" ) } } ) end local f8_local4 = LUI.UIImage.new() f8_local4.id = "damageFeedbackImageId" for f8_local9, f8_local10 in ipairs( f8_local3 ) do local f8_local11 = f8_local4 local f8_local12 = f8_local4.registerAnimationState local f8_local13 = f8_local10.name local f8_local14 = { material = f8_local10.material, topAnchor = true, bottomAnchor = false } local f8_local8 if f8_local10.leftAnchor ~= nil then f8_local8 = f8_local10.leftAnchor else f8_local8 = true end f8_local14.leftAnchor = f8_local8 if f8_local10.rightAnchor ~= nil then f8_local8 = f8_local10.rightAnchor else f8_local8 = true end f8_local14.rightAnchor = f8_local8 f8_local14.top = f8_local10.top or 0 f8_local14.height = f8_local10.height or 64 f8_local14.left = f8_local10.left f8_local14.right = f8_local10.right f8_local14.red = f8_local10.red or 1 f8_local14.blue = f8_local10.blue or 1 f8_local14.green = f8_local10.green or 1 f8_local12( f8_local11, f8_local13, f8_local14 ) end f8_local4:animateToState( "default" ) f8_local2:addElement( f8_local4 ) self:addElement( f8_local2 ) self:addElement( f0_local5() ) self:addElement( f0_local6() ) return self end local f0_local7 = function ( f9_arg0, f9_arg1 ) local f9_local0 = f9_arg1.value if f9_local0 ~= nil then if Game.IsCinematicCameraActive() then return end local f9_local1 = 500 local f9_local2 = f9_arg0:getChildById( "hudIconTypeImageId" ) if f9_local0 == "scavenger" and f0_local1( "ui_gambler_show" ) == false then f9_local2:animateToState( "scavenger", 0 ) f9_local1 = 2500 elseif f9_local0 == "boxofguns" and f0_local1( "ui_gambler_show" ) == false then f9_local2:animateToState( "boxofguns", 0 ) f9_local1 = 2500 elseif f9_local0 == "throwingknife" and f0_local1( "ui_gambler_show" ) == false then f9_local2:animateToState( "throwingknife", 0 ) f9_local1 = 2500 elseif f9_local0 == "oracle" and f0_local1( "ui_gambler_show" ) == false then f9_local2:animateToState( "oracle", 0 ) f9_local1 = 2500 else f9_local2:animateToState( "default", 0 ) end local f9_local3 = MBh.AnimateSequence( { { "active", 0 }, { "default", f9_local1 } } ) f9_local3( f9_arg0 ) end end function hudIconTypeHudDef() local self = LUI.UIElement.new() self.id = "hudIconTypeHud" self:registerAnimationState( "default", { topAnchor = true, bottomAnchor = true, leftAnchor = true, rightAnchor = true, top = 0, left = 0, right = 0, bottom = 0 } ) self:animateToState( "default" ) local f10_local1 = LUI.UIElement.new() f10_local1:registerAnimationState( "default", { topAnchor = false, bottomAnchor = false, leftAnchor = false, rightAnchor = false, top = -16, bottom = 16, left = -16, right = 16, alpha = 0 } ) f10_local1:registerAnimationState( "active", { alpha = 1 } ) f10_local1:animateToState( "default" ) f10_local1:registerOmnvarHandler( "damage_feedback_other", f0_local7 ) local f10_local2 = {} if not Engine.IsAliensMode() then local f10_local3 = Engine.UsingSplitscreenUpscaling() and 137 or 100 LUI.ConcatenateToTable( f10_local2, { { name = "scavenger", material = RegisterMaterial( "scavenger_pickup" ), leftAnchor = false, rightAnchor = false, top = f10_local3, left = -36, right = 36, height = 36 }, { name = "boxofguns", material = RegisterMaterial( "boxofguns_pickup" ), leftAnchor = false, rightAnchor = false, top = f10_local3, left = -36, right = 36, height = 36 }, { name = "throwingknife", material = RegisterMaterial( "throwingknife_pickup" ), leftAnchor = false, rightAnchor = false, top = f10_local3, left = -36, right = 36, height = 36 }, { name = "oracle", material = RegisterMaterial( "icon_ks_skylark_uav_hud" ), leftAnchor = true, rightAnchor = false, top = f10_local3, left = 0, height = 36, width = 36, red = 0.9, green = 0.63, blue = 0 } } ) end local f10_local3 = LUI.UIImage.new() f10_local3.id = "hudIconTypeImageId" for f10_local8, f10_local9 in ipairs( f10_local2 ) do local f10_local10 = f10_local3 local f10_local11 = f10_local3.registerAnimationState local f10_local12 = f10_local9.name local f10_local13 = { material = f10_local9.material, topAnchor = true, bottomAnchor = false } local f10_local7 if f10_local9.leftAnchor ~= nil then f10_local7 = f10_local9.leftAnchor else f10_local7 = true end f10_local13.leftAnchor = f10_local7 if f10_local9.rightAnchor ~= nil then f10_local7 = f10_local9.rightAnchor else f10_local7 = true end f10_local13.rightAnchor = f10_local7 f10_local13.top = f10_local9.top or 0 f10_local13.height = f10_local9.height or 64 f10_local13.width = f10_local9.width f10_local13.left = f10_local9.left f10_local13.right = f10_local9.right f10_local13.red = f10_local9.red or 1 f10_local13.blue = f10_local9.blue or 1 f10_local13.green = f10_local9.green or 1 f10_local11( f10_local10, f10_local12, f10_local13 ) end f10_local3:animateToState( "default" ) f10_local1:addElement( f10_local3 ) self:addElement( f10_local1 ) return self end LUI.MenuBuilder.registerType( "damageFeedbackHudDef", damageFeedbackHudDef ) LUI.MenuBuilder.registerType( "hudIconTypeHudDef", hudIconTypeHudDef ) LockTable( _M )