local f0_local0 = module local f0_local1, f0_local2 = ... f0_local0( f0_local1, package.seeall ) CoD.PrintModuleLoad( _NAME ) f0_local0 = 1 f0_local1 = 64 * f0_local0 f0_local2 = 256 * f0_local0 local f0_local3 = 16 * f0_local0 local f0_local4 = 210 * f0_local0 local f0_local5 = 256 * f0_local0 local f0_local6 = 16 * f0_local0 local f0_local7 = 16 * f0_local0 local f0_local8 = false local f0_local9 = function ( f1_arg0, f1_arg1 ) local f1_local0 = f1_arg0 local f1_local1 = f1_arg0:getFirstDescendentById( "capturing_bar" ) local f1_local2 = f1_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f1_local3 = f1_arg0:getFirstDescendentById( "capturing_text" ) local f1_local4 = f1_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f1_local5 = f1_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f1_local6 = f1_local5:getFirstDescendentById( "start_cap" ) local f1_local7 = f1_local5:getFirstDescendentById( "middle" ) local f1_local8 = f1_local5:getFirstDescendentById( "end_cap" ) f0_local8 = false if Game.GetOmnvar( "ui_securing_progress" ) >= 1 and not f0_local8 then f0_local8 = true end if f1_local4.current_state ~= "default" then f1_local4:animateToState( "default", 0 ) f1_local4.current_state = "default" end if f0_local8 then if f1_local1.current_state ~= "secured" then local f1_local9 = MBh.AnimateSequence( { { "active", 500 }, { "blink_off", 50 }, { "blink_off", 50 }, { "blink_on", 0 }, { "blink_on", 50 }, { "blink_off", 50 }, { "blink_off", 50 }, { "blink_on", 0 }, { "blink_on", 50 }, { "blink_off", 150 } } ) f1_local9( f1_local1 ) f1_local1.current_state = "secured" end if f1_local3.current_state ~= "secured" then local f1_local9 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "secured", 0 } } ) f1_local9( f1_local3 ) f1_local3.current_state = "secured" end if f1_local6.current_state ~= "secured" then f1_local6:animateToState( "secured" ) f1_local6.current_state = "secured" end if f1_local7.current_state ~= "secured" then f1_local7:animateToState( "secured" ) f1_local7.current_state = "secured" end if f1_local8.current_state ~= "secured" then f1_local8:animateToState( "secured" ) f1_local8.current_state = "secured" end else if f1_local1.current_state ~= "default" then f1_local1:animateToState( "default", 0 ) f1_local1.current_state = "default" end if f1_local5.current_state ~= "default" then f1_local5:animateToState( "default", 0 ) f1_local5.current_state = "default" end if f1_local3.current_state ~= "default" then f1_local3:animateToState( "default", 0 ) f1_local3.current_state = "default" end if f1_local7.current_state ~= "default" then f1_local7:animateToState( "default", 0 ) f1_local7.current_state = "default" end end end local f0_local10 = function ( f2_arg0, f2_arg1 ) local f2_local0 = f2_arg0 local f2_local1 = f2_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f2_local2 = f2_arg0:getFirstDescendentById( "capturing_text" ) local f2_local3 = f2_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f2_local4 = f2_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f2_local5 = f2_local4:getFirstDescendentById( "start_cap" ) local f2_local6 = f2_local4:getFirstDescendentById( "middle" ) local f2_local7 = f2_local4:getFirstDescendentById( "end_cap" ) local f2_local8 = f2_local1.value local f2_local9 = "" if f2_local8 == 0 then LUI.UITimer.Stop( f2_local1 ) return elseif f2_local8 == 1 then f2_local9 = Engine.Localize( "@KILLSTREAKS_CAPTURING_CRATE" ) elseif f2_local8 == 2 then f2_local9 = Engine.Localize( "@LUA_MENU_ACQUIRING_INTEL" ) elseif f2_local8 == 3 then f2_local9 = Engine.Localize( "@KILLSTREAKS_BOX_GETTING_VEST" ) elseif f2_local8 == 4 then f2_local9 = Engine.Localize( "@KILLSTREAKS_DEPLOYABLE_AMMO_TAKING" ) elseif f2_local8 == 5 then f2_local9 = Engine.Localize( "@MPUI_REVIVING" ) elseif f2_local8 == 6 then f2_local9 = Engine.Localize( "@MPUI_BEING_REVIVED" ) elseif f2_local8 == 7 then f2_local9 = Engine.Localize( "@MP_BREACHING" ) elseif f2_local8 == 8 then f2_local9 = Engine.Localize( "@MP_PATCH_USING" ) end if f2_local0.current_state ~= "active" then f2_local0:animateToState( "active", 250 ) f2_local0.current_state = "active" end if f2_local3.current_state ~= "active" then f2_local3:animateToState( "active", 250 ) f2_local3.current_state = "active" end if f2_local4.current_state ~= "active" then f2_local4:animateToState( "active", 250 ) f2_local4.current_state = "active" end if f2_local5.current_state ~= "default" then f2_local5:animateToState( "default" ) f2_local5.current_state = "default" end if f2_local6.current_state ~= "default" then f2_local6:animateToState( "default" ) f2_local6.current_state = "default" end if f2_local7.current_state ~= "default" then f2_local7:animateToState( "default" ) f2_local7.current_state = "default" end if f2_local2.current_state ~= "securing" then f2_local2:setText( f2_local9 ) local f2_local10 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "active", 0 } } ) f2_local10( f2_local2 ) f2_local2.current_state = "securing" end f2_local6:registerAnimationState( "move_bar", { right = f2_local6.m_maxWidth * Game.GetOmnvar( "ui_securing_progress" ) } ) f2_local6:animateToState( "move_bar", 150 ) end local f0_local11 = function ( f3_arg0, f3_arg1 ) local f3_local0 = f3_arg0:getFirstDescendentById( "capturing_refresh_timer" ) if f3_arg1.value > 0 then LUI.UITimer.Reset( f3_local0 ) else LUI.UITimer.Stop( f3_local0 ) f0_local9( f3_arg0, f3_arg1 ) end f3_local0.value = f3_arg1.value end local f0_local12 = function ( f4_arg0, f4_arg1 ) local f4_local0 = f4_arg0 local f4_local1 = f4_arg0:getFirstDescendentById( "capturing_bar" ) local f4_local2 = f4_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f4_local3 = f4_arg0:getFirstDescendentById( "capturing_text" ) local f4_local4 = f4_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f4_local5 = f4_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f4_local6 = f4_local5:getFirstDescendentById( "start_cap" ) local f4_local7 = f4_local5:getFirstDescendentById( "middle" ) local f4_local8 = f4_local5:getFirstDescendentById( "end_cap" ) local f4_local9 = f4_local2.value local f4_local10 = "" if f4_local9 == 1 then f4_local10 = Engine.Localize( "@LUA_MENU_SECURED_A" ) elseif f4_local9 == 2 then f4_local10 = Engine.Localize( "@LUA_MENU_SECURED_B" ) elseif f4_local9 == 3 then f4_local10 = Engine.Localize( "@LUA_MENU_SECURED_C" ) end f0_local8 = false if 1 <= Game.GetOmnvar( "ui_dom_progress" ) and not f0_local8 then f0_local8 = true end if f4_local4.current_state ~= "default" then f4_local4:animateToState( "default", 0 ) f4_local4.current_state = "default" end if f0_local8 and f4_arg1.name ~= "playerstate_client_changed" then if f4_local1.current_state ~= "secured" then local f4_local11 = MBh.AnimateSequence( { { "active", 500 }, { "blink_off", 50 }, { "blink_off", 50 }, { "blink_on", 0 }, { "blink_on", 50 }, { "blink_off", 50 }, { "blink_off", 50 }, { "blink_on", 0 }, { "blink_on", 50 }, { "blink_off", 150 } } ) f4_local11( f4_local1 ) f4_local1.current_state = "secured" end if f4_local3.current_text ~= f4_local10 and f4_local10 ~= "" then f4_local3:setText( f4_local10 ) f4_local3.current_text = f4_local10 end if f4_local3.current_state ~= "secured" then local f4_local11 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "secured", 0 } } ) f4_local11( f4_local3 ) f4_local3.current_state = "secured" end if f4_local6.current_state ~= "secured" then f4_local6:animateToState( "secured" ) f4_local6.current_state = "secured" end if f4_local7.current_state ~= "secured" then f4_local7:animateToState( "secured" ) f4_local7.current_state = "secured" end if f4_local8.current_state ~= "secured" then f4_local8:animateToState( "secured" ) f4_local8.current_state = "secured" end else if f4_local1.current_state ~= "default" then f4_local1:animateToState( "default", 0 ) f4_local1.current_state = "default" end if f4_local5.current_state ~= "default" then f4_local5:animateToState( "default", 0 ) f4_local5.current_state = "default" end if f4_local3.current_state ~= "default" then f4_local3:animateToState( "default", 0 ) f4_local3.current_state = "default" end if f4_local7.current_state ~= "default" then f4_local7:animateToState( "default", 0 ) f4_local7.current_state = "default" end end end local f0_local13 = function ( f5_arg0, f5_arg1 ) local f5_local0 = f5_arg0 local f5_local1 = f5_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f5_local2 = f5_arg0:getFirstDescendentById( "capturing_text" ) local f5_local3 = f5_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f5_local4 = f5_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f5_local5 = f5_local4:getFirstDescendentById( "start_cap" ) local f5_local6 = f5_local4:getFirstDescendentById( "middle" ) local f5_local7 = f5_local4:getFirstDescendentById( "end_cap" ) local f5_local8 = f5_local1.value local f5_local9 = "" if f5_local8 == 0 then LUI.UITimer.Stop( f5_local1 ) return elseif f5_local8 == 1 then f5_local9 = Engine.Localize( "@LUA_MENU_SECURING_A" ) elseif f5_local8 == 2 then f5_local9 = Engine.Localize( "@LUA_MENU_SECURING_B" ) elseif f5_local8 == 3 then f5_local9 = Engine.Localize( "@LUA_MENU_SECURING_C" ) end if 0 < Game.GetOmnvar( "ui_dom_stalemate" ) then if f5_local0.current_state ~= "active" then f5_local0:animateToState( "active", 0 ) f5_local0.current_state = "active" end if f5_local2.current_state ~= "contested" then local f5_local10 = Engine.Localize( "@LUA_MENU_CONTESTED" ) f5_local2:setText( f5_local10 ) local f5_local11 = MBh.AnimateLoop( { { "contested", 0 }, { "contested_off_for_loop", 500 } } ) f5_local11( f5_local2 ) f5_local2.current_state = "contested" f5_local2.current_text = f5_local10 end if f5_local5.current_state ~= "contested" then f5_local5:animateToState( "contested" ) f5_local5.current_state = "contested" end if f5_local6.current_state ~= "contested" then f5_local6:animateToState( "contested" ) f5_local6.current_state = "contested" end if f5_local7.current_state ~= "contested" then f5_local7:animateToState( "contested" ) f5_local7.current_state = "contested" end else if f5_local0.current_state ~= "active" then f5_local0:animateToState( "active", 250 ) f5_local0.current_state = "active" end if f5_local3.current_state ~= "active" then f5_local3:animateToState( "active", 250 ) f5_local3.current_state = "active" end if f5_local4.current_state ~= "active" then f5_local4:animateToState( "active", 250 ) f5_local4.current_state = "active" end if f5_local5.current_state ~= "default" then f5_local5:animateToState( "default" ) f5_local5.current_state = "default" end if f5_local6.current_state ~= "default" then f5_local6:animateToState( "default" ) f5_local6.current_state = "default" end if f5_local7.current_state ~= "default" then f5_local7:animateToState( "default" ) f5_local7.current_state = "default" end if f5_local2.current_text ~= f5_local9 then f5_local2:setText( f5_local9 ) f5_local2.current_text = f5_local9 end if f5_local2.current_state ~= "securing" then local f5_local10 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "active", 0 } } ) f5_local10( f5_local2 ) f5_local2.current_state = "securing" end f5_local6:registerAnimationState( "move_bar", { right = f5_local6.m_maxWidth * Game.GetOmnvar( "ui_dom_progress" ) } ) f5_local6:animateToState( "move_bar", 150 ) end end local f0_local14 = function ( f6_arg0, f6_arg1 ) local f6_local0 = f6_arg0:getFirstDescendentById( "capturing_refresh_timer" ) if f6_arg1.value > 0 then LUI.UITimer.Reset( f6_local0 ) else LUI.UITimer.Stop( f6_local0 ) f0_local12( f6_arg0, f6_arg1 ) end f6_local0.value = f6_arg1.value end local f0_local15 = function ( f7_arg0, f7_arg1 ) local f7_local0 = f7_arg0 local f7_local1 = f7_arg0:getFirstDescendentById( "capturing_bar" ) local f7_local2 = f7_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f7_local3 = f7_arg0:getFirstDescendentById( "capturing_text" ) local f7_local4 = f7_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f7_local5 = f7_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f7_local6 = f7_local5:getFirstDescendentById( "start_cap" ) local f7_local7 = f7_local5:getFirstDescendentById( "middle" ) local f7_local8 = f7_local5:getFirstDescendentById( "end_cap" ) local f7_local9 = f7_local2.value local f7_local10 = "" if f7_local9 == 1 then f7_local10 = Engine.Localize( "@SPLASHES_PLANT" ) elseif f7_local9 == 2 then f7_local10 = Engine.Localize( "@SPLASHES_DEFUSE" ) end f0_local8 = false if 1 <= Game.GetOmnvar( "ui_planting_defusing_progress" ) and not f0_local8 then f0_local8 = true end if f7_local4.current_state ~= "default" then f7_local4:animateToState( "default", 0 ) f7_local4.current_state = "default" end if f0_local8 and f7_arg1.name ~= "playerstate_client_changed" then if f7_local1.current_state ~= "secured" then local f7_local11 = MBh.AnimateSequence( { { "active", 500 }, { "blink_off", 50 }, { "blink_off", 50 }, { "blink_on", 0 }, { "blink_on", 50 }, { "blink_off", 50 }, { "blink_off", 50 }, { "blink_on", 0 }, { "blink_on", 50 }, { "blink_off", 150 } } ) f7_local11( f7_local1 ) f7_local1.current_state = "secured" end if f7_local3.current_state ~= "secured" then f7_local3:setText( f7_local10 ) local f7_local11 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "secured", 0 } } ) f7_local11( f7_local3 ) f7_local3.current_state = "secured" end if f7_local6.current_state ~= "secured" then f7_local6:animateToState( "secured" ) f7_local6.current_state = "secured" end if f7_local7.current_state ~= "secured" then f7_local7:animateToState( "secured" ) f7_local7.current_state = "secured" end if f7_local8.current_state ~= "secured" then f7_local8:animateToState( "secured" ) f7_local8.current_state = "secured" end else if f7_local1.current_state ~= "default" then f7_local1:animateToState( "default", 0 ) f7_local1.current_state = "default" end if f7_local5.current_state ~= "default" then f7_local5:animateToState( "default", 0 ) f7_local5.current_state = "default" end if f7_local3.current_state ~= "default" then f7_local3:animateToState( "default", 0 ) f7_local3.current_state = "default" end f7_local7:animateToState( "default", 0 ) f7_local7.current_state = "default" end end local f0_local16 = function ( f8_arg0, f8_arg1 ) local f8_local0 = f8_arg0 local f8_local1 = f8_arg0:getFirstDescendentById( "capturing_refresh_timer" ) local f8_local2 = f8_arg0:getFirstDescendentById( "capturing_text" ) local f8_local3 = f8_arg0:getFirstDescendentById( "capturing_bar_bg" ) local f8_local4 = f8_arg0:getFirstDescendentById( "capturing_bar_hl" ) local f8_local5 = f8_local4:getFirstDescendentById( "start_cap" ) local f8_local6 = f8_local4:getFirstDescendentById( "middle" ) local f8_local7 = f8_local4:getFirstDescendentById( "end_cap" ) local f8_local8 = f8_local1.value local f8_local9 = "" if isSecuring == 0 then LUI.UITimer.Stop( f8_local1 ) return elseif f8_local8 == 1 then f8_local9 = Engine.Localize( "@MP_PLANTING_EXPLOSIVE" ) elseif f8_local8 == 2 then f8_local9 = Engine.Localize( "@MP_DEFUSING_EXPLOSIVE" ) end if f8_local0.current_state ~= "active" then f8_local0:animateToState( "active", 250 ) f8_local0.current_state = "active" end if f8_local3.current_state ~= "active" then f8_local3:animateToState( "active", 250 ) f8_local3.current_state = "active" end if f8_local4.current_state ~= "active" then f8_local4:animateToState( "active", 250 ) f8_local4.current_state = "active" end if f8_local5.current_state ~= "default" then f8_local5:animateToState( "default" ) f8_local5.current_state = "default" end if f8_local6.current_state ~= "default" then f8_local6:animateToState( "default" ) f8_local6.current_state = "default" end if f8_local7.current_state ~= "default" then f8_local7:animateToState( "default" ) f8_local7.current_state = "default" end if f8_local2.current_state ~= "securing" then f8_local2:setText( f8_local9 ) local f8_local10 = MBh.AnimateSequence( { { "default", 0 }, { "opening", 250 }, { "active", 0 } } ) f8_local10( f8_local2 ) f8_local2.current_state = "securing" end f8_local6:registerAnimationState( "move_bar", { width = f8_local6.m_maxWidth * Game.GetOmnvar( "ui_planting_defusing_progress" ) } ) f8_local6:animateToState( "move_bar", 150 ) end local f0_local17 = function ( f9_arg0, f9_arg1 ) local f9_local0 = f9_arg0:getFirstDescendentById( "capturing_refresh_timer" ) if f9_arg1.value > 0 then LUI.UITimer.Reset( f9_local0 ) else LUI.UITimer.Stop( f9_local0 ) f0_local15( f9_arg0, f9_arg1 ) end f9_local0.value = f9_arg1.value end local f0_local18 = function ( f10_arg0 ) local f10_local0 = RegisterMaterial( "capturing_bg_mp" ) local f10_local1 = RegisterMaterial( "capturing_bar_end_mp" ) local f10_local2 = RegisterMaterial( "capturing_bar_mp" ) local f10_local3 = RegisterMaterial( "capturing_bar_start_mp" ) local self = LUI.UIElement.new() self.id = "capturing_bar" self:registerAnimationState( "default", { topAnchor = false, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = -(f0_local1 / 2), left = -(f0_local2 / 2), height = f0_local1, width = f0_local2, alpha = 0 } ) self:animateToState( "default", 0 ) self:registerAnimationState( "active", { alpha = 1 } ) self:registerAnimationState( "blink_on", { alpha = 1 } ) self:registerAnimationState( "blink_off", { alpha = 0 } ) self:registerEventHandler( "capture_refresh", f10_arg0 ) local f10_local5 = LUI.UITimer.new( 100, "capture_refresh", nil, false, false, false, true ) f10_local5.id = "capturing_refresh_timer" f10_local5.value = 0 local f10_local6 = LUI.UIImage.new() f10_local6.id = "capturing_bar_bg" f10_local6:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, material = f10_local0 } ) f10_local6:animateToState( "default", 0 ) local f10_local7 = LUI.UIHorizontalList.new() f10_local7.id = "capturing_bar_hl" f10_local7:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = false, bottom = -33, left = 27, height = f0_local3, width = f0_local4, alignment = LUI.Alignment.Left, spacing = 0, alpha = 0 } ) f10_local7:animateToState( "default", 0 ) f10_local7:registerAnimationState( "active", { alpha = 1 } ) local f10_local8 = LUI.UIImage.new() f10_local8.id = "start_cap" f10_local8:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f0_local3, width = f0_local7, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f10_local3 } ) f10_local8:animateToState( "default", 0 ) f10_local8:registerAnimationState( "secured", { red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b } ) f10_local8:registerAnimationState( "contested", { red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b } ) local f10_local9 = LUI.UIImage.new() f10_local9.id = "middle" f10_local9.m_maxWidth = f0_local4 - f0_local7 - f0_local7 f10_local9:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f0_local3, width = 0, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f10_local2 } ) f10_local9:animateToState( "default", 0 ) f10_local9:registerAnimationState( "secured", { red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b } ) f10_local9:registerAnimationState( "contested", { red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b } ) local f10_local10 = LUI.UIImage.new() f10_local10.id = "end_cap" f10_local10:registerAnimationState( "default", { topAnchor = true, rightAnchor = true, top = 0, right = 0, height = f0_local3, width = f0_local7, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f10_local1 } ) f10_local10:animateToState( "default", 0 ) f10_local10:registerAnimationState( "secured", { red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b } ) f10_local10:registerAnimationState( "contested", { red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b } ) f10_local7:addElement( f10_local8 ) f10_local7:addElement( f10_local9 ) f10_local7:addElement( f10_local10 ) local f10_local11 = LUI.UIText.new() f10_local11.id = "capturing_text" f10_local11:setText( "" ) f10_local11:setTextStyle( CoD.TextStyle.Shadowed ) f10_local11:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = -400, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, font = CoD.TextSettings.HudEuroMedTinyFont.Font, alignment = LUI.Alignment.Right, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 0 } ) f10_local11:animateToState( "default", 0 ) local f10_local12 = -50 f10_local11:registerAnimationState( "opening", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f10_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 1 } ) f10_local11:registerAnimationState( "active", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f10_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 1 } ) f10_local11:registerAnimationState( "secured", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f10_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.cyan.r, green = Colors.cyan.g, blue = Colors.cyan.b, alpha = 1 } ) f10_local11:registerAnimationState( "contested", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f10_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b, alpha = 1 } ) f10_local11:registerAnimationState( "contested_off_for_loop", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = f10_local12, height = CoD.TextSettings.HudEuroMedTinyFont.Height, width = f0_local5, red = Colors.yellow.r, green = Colors.yellow.g, blue = Colors.yellow.b, alpha = 0 } ) f10_local6:addElement( f10_local7 ) f10_local6:addElement( f10_local11 ) self:addElement( f10_local5 ) self:addElement( f10_local6 ) return self end local f0_local19 = function () local self = LUI.UIElement.new() self.id = "capture_hud" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = 250, left = -(f0_local2 / 2), height = f0_local1, width = f0_local2 } ) self:animateToState( "default", 0 ) self:registerOmnvarHandler( "ui_securing", f0_local11 ) self:addElement( f0_local18( f0_local10 ) ) return self end local f0_local20 = function () local self = LUI.UIElement.new() self.id = "capture_dom_hud" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = GameX.IsSplitscreen() and 100 or 200, left = -(f0_local2 / 2), height = f0_local1, width = f0_local2 } ) self:animateToState( "default", 0 ) self:registerEventHandler( "playerstate_client_changed", function ( element, event ) f0_local14( element, { name = event.name, value = Game.GetOmnvar( "ui_dom_securing" ) } ) end ) self:registerOmnvarHandler( "ui_dom_securing", f0_local14 ) self:addElement( f0_local18( f0_local13 ) ) return self end local f0_local21 = function () local self = LUI.UIElement.new() self.id = "bomb_plant_defuse_hud" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = false, bottomAnchor = false, rightAnchor = false, top = 200, left = -(f0_local2 / 2), height = f0_local1, width = f0_local2 } ) self:animateToState( "default", 0 ) self:registerEventHandler( "playerstate_client_changed", function ( element, event ) f0_local17( element, { name = event.name, value = Game.GetOmnvar( "ui_bomb_planting_defusing" ) } ) end ) self:registerOmnvarHandler( "ui_bomb_planting_defusing", f0_local17 ) self:addElement( f0_local18( f0_local16 ) ) return self end LUI.MenuBuilder.registerType( "captureHudDef", f0_local19 ) LUI.MenuBuilder.registerType( "captureDomHudDef", f0_local20 ) LUI.MenuBuilder.registerType( "bombPlantDefuseHudDef", f0_local21 ) LockTable( _M )