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 ) local f1_local0 if type( nil ) ~= "boolean" then f1_local0 = f1_arg1.value else f1_local0 = f1_arg1.value ~= 0 end if f1_local0 then local f1_local1 = MBh.AnimateSequence( { { "opening", 0 }, { "active", f1_arg0.properties.open_time or 100 }, { "default", f1_arg0.properties.fade_time or 2000 } } ) f1_local1( f1_arg0 ) else f1_arg0:animateToState( "default", 0 ) end end f0_local1 = function ( f2_arg0, f2_arg1, f2_arg2, f2_arg3, f2_arg4 ) local f2_local0, f2_local1 = GameX.GetScreenDims() f2_local0 = f2_local0 / 2 f2_local1 = f2_local1 / 2 local f2_local2 = f2_arg2 == LUI.Alignment.Left local f2_local3 = f2_arg2 == LUI.Alignment.Center local f2_local4 = f2_arg2 == LUI.Alignment.Right local self = LUI.UIImage.new() self.id = "screen_effect_" .. f2_arg0 local f2_local6 = self local f2_local7 = self.registerAnimationState local f2_local8 = "default" local f2_local9 = { material = RegisterMaterial( f2_arg0 ), topAnchor = false, bottomAnchor = false, leftAnchor = not f2_local4, rightAnchor = not f2_local2, bottom = f2_local1 } local f2_local10 if f2_arg3 then f2_local10 = 0 if not f2_local10 then else f2_local9.top = f2_local10 if f2_local4 then f2_local10 = -2 * f2_local0 if not f2_local10 then else f2_local9.left = f2_local10 if f2_local2 then f2_local10 = 2 * f2_local0 if not f2_local10 then else f2_local9.right = f2_local10 f2_local9.alpha = 0 f2_local7( f2_local6, f2_local8, f2_local9 ) self:animateToState( "default" ) f2_local6 = self f2_local7 = self.registerAnimationState f2_local8 = "active" f2_local9 = { topAnchor = false, bottomAnchor = false, leftAnchor = not f2_local4, rightAnchor = not f2_local2, bottom = f2_local1 } if f2_arg3 then f2_local10 = 0 if not f2_local10 then else f2_local9.top = f2_local10 if f2_local4 then f2_local10 = -2 * f2_local0 if not f2_local10 then else f2_local9.left = f2_local10 if f2_local2 then f2_local10 = 2 * f2_local0 if not f2_local10 then else f2_local9.right = f2_local10 f2_local9.alpha = f2_arg1 f2_local7( f2_local6, f2_local8, f2_local9 ) f2_local6 = self f2_local7 = self.registerAnimationState f2_local8 = "opening" f2_local9 = { topAnchor = false, bottomAnchor = false, leftAnchor = not f2_local4, rightAnchor = not f2_local2, bottom = f2_local1 } if f2_arg3 then f2_local10 = 0 if not f2_local10 then else f2_local9.top = f2_local10 f2_local9.left = 0 f2_local9.right = 0 f2_local9.alpha = 0 f2_local7( f2_local6, f2_local8, f2_local9 ) self:registerOmnvarHandler( f2_arg4, f0_local0 ) return self end end f2_local10 = -f2_local1 end end f2_local10 = 0 end end f2_local10 = 0 end end f2_local10 = -f2_local1 end end f2_local10 = 0 end end f2_local10 = 0 end end f2_local10 = -f2_local1 end function screenEffectsHudDef() local self = LUI.UIElement.new() self.id = "screenEffectsHudId" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0 } ) self:animateToState( "default" ) return self end function lowHealthHudDef() local self = LUI.UILitImage.new() self.id = "lowHealthHudDefId" self:setupOwnerdraw( CoD.Ownerdraw.CGLowHealthOverlay ) self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, material = RegisterMaterial( "vfx_blood_screen_overlay" ) } ) self:animateToState( "default", 0 ) return self end LUI.MenuBuilder.registerType( "lowHealthHudDef", lowHealthHudDef ) LUI.MenuBuilder.registerType( "screenEffectsHudDef", screenEffectsHudDef ) LockTable( _M )