local f0_local0 = module local f0_local1, f0_local2 = ... f0_local0( f0_local1, package.seeall ) CoD.PrintModuleLoad( _NAME ) f0_local0 = "" f0_local1 = 0 f0_local2 = 5 local f0_local3 = function ( f1_arg0, f1_arg1 ) if f1_arg1.value < 1 then return else local f1_local0 = MBh.AnimateSequence( { { "active", 50 }, { "default", 1000 } } ) f1_local0( f1_arg0 ) end end local f0_local4 = function () local f2_local0 = Game.GetPlayerWeaponName() if f2_local0 == "none" then return f2_local0 end local f2_local1 = string.find( f2_local0, "_" ) local f2_local2 = string.sub( f2_local0, 1, f2_local1 - 1 ) if f2_local2 == "iw5" or f2_local2 == "iw6" then f2_local2 = string.sub( f2_local0, 1, string.find( f2_local0, "_", f2_local1 + 1 ) - 1 ) end return f2_local2 end local f0_local5 = function ( menu, controller ) local self = LUI.UIElement.new() self.id = "killstreak_limit" self:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = true, bottom = -445 } ) self:animateToState( "default", 0 ) local f3_local1 = LUI.UIText.new() f3_local1.id = "killstreak_limit_text" f3_local1:setText( Engine.Localize( "@HORDE_KILLSTREAK_LIMIT" ) ) f3_local1:setTextStyle( CoD.TextStyle.Shadowed ) f3_local1:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = false, rightAnchor = true, height = CoD.TextSettings.HudIW6BigFont.Height, font = CoD.TextSettings.HudIW6BigFont.Font, red = Colors.orange.r, green = Colors.orange.g, blue = Colors.orange.b, alignment = LUI.Alignment.Center, alpha = 0 } ) f3_local1:registerAnimationState( "active", { alpha = 1 } ) f3_local1:animateToState( "default", 0 ) f3_local1:registerOmnvarHandler( "ui_killstreak_limit", f0_local3 ) self:addElement( f3_local1 ) return self end local f0_local6 = function ( f4_arg0, f4_arg1 ) local f4_local0 = f4_arg0:getChildById( "point" .. f0_local1 ) if f4_local0 ~= nil then local f4_local1 = f4_local0:getFirstChild() if f4_local1 ~= nil then f4_local1:setText( "+" .. f4_arg1.value ) f4_local0:registerAnimationState( "large", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, left = math.random( 140, 290 ), top = math.random( 40, 190 ), width = 102, height = CoD.TextSettings.HudEuroMedSmallFont.Height * 1.5, alpha = 1 } ) local f4_local2 = MBh.AnimateSequence( { { "large", 0 }, { "default", 1000 } } ) f4_local2( f4_local0, nil ) end end f0_local1 = (f0_local1 + 1) % f0_local2 end local f0_local7 = function ( f5_arg0 ) local self = LUI.UIElement.new() self.id = "point" .. f5_arg0 self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, left = 180, top = 60, width = 128, height = CoD.TextSettings.HudEuroMedSmallFont.Height, alpha = 0 } ) self:animateToState( "default", 0 ) local f5_local1 = LUI.UIText.new() f5_local1.id = "point_text" f5_local1:setText( "+" .. math.random( 10, 60 ) ) f5_local1:setTextStyle( CoD.TextStyle.Shadowed ) f5_local1:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, font = CoD.TextSettings.HudEuroMedSmallFont.Font, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alignment = LUI.Alignment.Center } ) f5_local1:animateToState( "default", 0 ) self:addElement( f5_local1 ) return self end local f0_local8 = function ( f6_arg0, f6_arg1 ) local f6_local0 = f0_local4() local f6_local1 = Engine.TableLookup( HordeIconsTable.File, HordeIconsTable.Cols.Ref, f6_local0, HordeIconsTable.Cols.Image ) local f6_local2 = Engine.TableLookup( HordeIconsTable.File, HordeIconsTable.Cols.Ref, f6_local0, HordeIconsTable.Cols.Misc ) local f6_local3 = RegisterMaterial( f6_local1 ) local f6_local4 = f6_arg0:getChildById( "weaponImage" ) if f6_local1 ~= "" then CoD.SetMaterial( f6_local4, f6_local3 ) if f6_local2 == "weapon_pistol" then if f6_local0 == "iw6_magnumhorde" then f6_local4:animateToState( "magnum", 0 ) else f6_local4:animateToState( "pistol", 0 ) end elseif f6_local2 == "weapon_sniper" or f6_local2 == "weapon_shotgun" then f6_local4:animateToState( "sniper_shot", 0 ) elseif f6_local2 == "weapon_lmg" then f6_local4:animateToState( "lmg", 0 ) else f6_local4:animateToState( "other", 0 ) end end end local f0_local9 = function ( f7_arg0, f7_arg1 ) f0_local8( f7_arg0, f7_arg1 ) end local f0_local10 = function ( f8_arg0, f8_arg1 ) local f8_local0 = f8_arg0:getFirstDescendentById( "middle" ) f8_local0:registerAnimationState( "move_bar", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, width = f8_arg1.value / 100 * f8_local0.m_width, height = f8_local0.m_height } ) f8_local0:animateToState( "move_bar", 150 ) end local f0_local11 = function ( f9_arg0, f9_arg1, f9_arg2, f9_arg3, f9_arg4, f9_arg5, f9_arg6, f9_arg7, f9_arg8 ) local f9_local0 = RegisterMaterial( f9_arg6 ) local f9_local1 = RegisterMaterial( f9_arg7 ) local self = LUI.UIHorizontalList.new() self.id = f9_arg0 self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = f9_arg2, left = f9_arg1, height = f9_arg5, width = f9_arg4, alignment = LUI.Alignment.Left, alpha = 1 } ) self:animateToState( "default", 0 ) self:registerOmnvarHandler( f9_arg8, f0_local10 ) local f9_local3 = LUI.UIImage.new() f9_local3.id = "middle" f9_local3.m_width = f9_arg4 f9_local3.m_height = f9_arg5 f9_local3:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f9_arg5, width = 0, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f9_local0, alpha = 1 } ) f9_local3:registerAnimationState( "full", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f9_arg5, width = f9_arg4, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f9_local0, alpha = 1 } ) f9_local3:animateToState( "default", 0 ) local f9_local4 = LUI.UIImage.new() f9_local4.id = "end" f9_local4:registerAnimationState( "default", { topAnchor = true, rightAnchor = true, top = 0, right = 0, height = f9_arg5, width = f9_arg3, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, material = f9_local1, alpha = 1 } ) f9_local4:animateToState( "default", 0 ) self:addElement( f9_local3 ) self:addElement( f9_local4 ) return self end local f0_local12 = function ( f10_arg0, f10_arg1 ) f10_arg0:setText( f10_arg1.value ) end local f0_local13 = function ( f11_arg0, f11_arg1 ) f11_arg0:setText( f11_arg1.value ) end local f0_local14 = function () local f12_local0 = 56 local f12_local1 = 206 local f12_local2 = CoD.TextSettings.HudEuroMedSmallFont local f12_local3 = CoD.TextSettings.HudDigitalExtraBigFont local f12_local4 = 250 local f12_local5 = RegisterMaterial( "hud_safeguard_roundback" ) local self = LUI.UIElement.new() self.id = "horde_hud_round" self:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = false, left = 10, bottom = -10, height = f12_local0, width = f12_local1 } ) self:animateToState( "default", 0 ) local f12_local7 = LUI.UIImage.new() f12_local7.id = "round_bg" f12_local7:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f12_local0, width = f12_local1, material = f12_local5, alpha = 0.7 } ) f12_local7:animateToState( "default", 0 ) local f12_local8 = LUI.UIText.new() f12_local8.id = "round_text" f12_local8:setTextStyle( CoD.TextStyle.Shadowed ) f12_local8:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 6, left = 10, width = 64, height = f12_local2.Height, font = f12_local2.Font, alignment = LUI.Alignment.Left, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 0 } ) f12_local8:registerAnimationState( "active", { alpha = 1 } ) f12_local8:animateToState( "default", 0 ) f12_local8:registerEventHandler( "hud_on", MBh.AnimateSequence( { { "default", 0 }, { "active", 500 } } ) ) f12_local8:setText( Engine.Localize( "@MP_HORDE_ROUND_NUM" ) ) local f12_local9 = LUI.UIText.new() f12_local9.id = "round_number_bg" f12_local9:setText( "888" ) f12_local9:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = false, left = 79, bottom = -6, height = f12_local3.Height, width = 80, font = f12_local3.Font, alignment = LUI.Alignment.Right, red = 0, green = 0, blue = 0, alpha = 0 } ) f12_local9:registerAnimationState( "active", { alpha = 0.25 } ) f12_local9:animateToState( "default", 0 ) f12_local9:registerEventHandler( "hud_on", MBh.AnimateSequence( { { "default", 0 }, { "active", 500 } } ) ) local f12_local10 = LUI.UIText.new() f12_local10.id = "round_number" f12_local10:setText( "1" ) f12_local10:setTextStyle( CoD.TextStyle.Shadowed ) f12_local10:registerAnimationState( "default", { topAnchor = false, leftAnchor = true, bottomAnchor = true, rightAnchor = false, left = 79, bottom = -6, height = f12_local3.Height, width = 80, font = f12_local3.Font, alignment = LUI.Alignment.Right, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 0 } ) f12_local10:registerAnimationState( "active", { alpha = 1 } ) f12_local10:animateToState( "default", 0 ) f12_local10:registerEventHandler( "hud_on", MBh.AnimateSequence( { { "default", 0 }, { "active", 500 } } ) ) f12_local10:registerOmnvarHandler( "ui_horde_round_number", f0_local13 ) self:addElement( f12_local7 ) self:addElement( f12_local8 ) self:addElement( f12_local9 ) self:addElement( f12_local10 ) return self end LUI.MenuBuilder.registerType( "hordeHudDef", function () local f13_local0 = 64 local f13_local1 = 500 local f13_local2 = CoD.TextSettings.HudDigitalExtraBigFont local f13_local3 = 250 local f13_local4 = RegisterMaterial( "hud_safeguard_levelback" ) local self = LUI.UIElement.new() self.id = "horde_hud" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0 } ) self:animateToState( "default", 0 ) local f13_local6 = LUI.UIElement.new() f13_local6.id = "horde_hud_weapon_support" f13_local6:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 20, left = 10, height = 400, width = 400 } ) f13_local6:animateToState( "default", 0 ) f13_local6:registerEventHandler( "weapon_change", f0_local8 ) f13_local6:registerOmnvarHandler( "ui_horde_award_points", f0_local6 ) f13_local6:registerEventHandler( "menu_create", f0_local9 ) local f13_local7 = LUI.UIImage.new() f13_local7.id = "bar_bg" f13_local7:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 0, left = 0, height = f13_local0, width = f13_local1, red = 1, blue = 1, green = 1, material = f13_local4, alpha = 0.7 } ) f13_local7:animateToState( "default", 0 ) local f13_local8 = LUI.UIText.new() f13_local8.id = "supportDropText" f13_local8:setText( Engine.Localize( "@MP_HORDE_NEXT_AIR_DROP" ) ) f13_local8:setTextStyle( CoD.TextStyle.Shadowed ) f13_local8:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 64, left = 0, width = 128, height = CoD.TextSettings.HudEuroMedSmallFont.Height, font = CoD.TextSettings.HudEuroMedSmallFont.Font, alignment = LUI.Alignment.Left, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 0 } ) f13_local8:registerAnimationState( "active", { alpha = 1 } ) f13_local8:animateToState( "default", 0 ) f13_local8:registerEventHandler( "hud_on", MBh.AnimateSequence( { { "default", 0 }, { "active", 500 } } ) ) local f13_local9 = LUI.UIText.new() f13_local9.id = "weaponLevelTextBG" f13_local9:setText( "888" ) f13_local9:setTextStyle( CoD.TextStyle.Shadowed ) f13_local9:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 3, left = 3, width = 75, height = f13_local2.Height, font = f13_local2.Font, alignment = LUI.Alignment.Right, red = 0, green = 0, blue = 0, alpha = 0 } ) f13_local9:registerAnimationState( "active", { alpha = 0.1 } ) f13_local9:animateToState( "default", 0 ) f13_local9:registerEventHandler( "hud_on", MBh.AnimateSequence( { { "default", 0 }, { "active", 500 } } ) ) local f13_local10 = LUI.UIText.new() f13_local10.id = "weaponLevelText" f13_local10:setText( "1" ) f13_local10:setTextStyle( CoD.TextStyle.Shadowed ) f13_local10:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = 3, left = 3, width = 75, height = f13_local2.Height, font = f13_local2.Font, alignment = LUI.Alignment.Right, red = Colors.white.r, green = Colors.white.g, blue = Colors.white.b, alpha = 0 } ) f13_local10:registerAnimationState( "active", { alpha = 1 } ) f13_local10:animateToState( "default", 0 ) f13_local10:registerEventHandler( "hud_on", MBh.AnimateSequence( { { "default", 0 }, { "active", 500 } } ) ) f13_local10:registerOmnvarHandler( "ui_horde_weapon_level", f0_local12 ) local f13_local11 = LUI.UIImage.new() f13_local11.id = "weaponImage" f13_local11:registerAnimationState( "pistol", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = -10, left = 175, height = 64, width = -128, alpha = 1 } ) f13_local11:registerAnimationState( "magnum", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = -10, left = 195, height = 64, width = -128, alpha = 1 } ) f13_local11:registerAnimationState( "sniper_shot", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = -16, left = 210, height = 64, width = -128, alpha = 1 } ) f13_local11:registerAnimationState( "lmg", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = -15, left = 210, height = 64, width = -128, alpha = 1 } ) f13_local11:registerAnimationState( "other", { topAnchor = true, leftAnchor = true, bottomAnchor = false, rightAnchor = false, top = -12, left = 210, height = 64, width = -128, alpha = 1 } ) f13_local11:animateToState( "pistol", 0 ) f13_local6:addElement( f13_local7 ) f13_local6:addElement( f0_local11( "weaponLevel", 105, 24, 26, 168, 25, "hud_safeguard_weapon_bar", "hud_safeguard_weapon_end", "ui_horde_weapon_progress" ) ) f13_local6:addElement( f0_local11( "supportDrop", 9, 50, 16, 268, 12, "hud_safeguard_support_bar", "hud_safeguard_support_end", "ui_horde_support_drop_progress" ) ) for f13_local12 = 0, f0_local2 - 1, 1 do f13_local6:addElement( f0_local7( f13_local12 ) ) end f13_local6:addElement( f13_local8 ) f13_local6:addElement( f13_local9 ) f13_local6:addElement( f13_local10 ) f13_local6:addElement( f13_local11 ) f13_local6:addElement( LUI.MenuBuilder.buildItems( { type = "talkerHudDef" }, f13_local6.properties, f13_local6 ) ) self:addElement( f13_local6 ) self:addElement( f0_local5() ) return self end ) LUI.MenuBuilder.registerType( "hordeRoundHudDef", f0_local14 ) LockTable( _M )