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 ) LUI.FlowManager.RequestLeaveMenu( f1_arg0 ) end f0_local1 = function ( f2_arg0, f2_arg1 ) f2_arg0:setText( Game.GetMigrationStatus() ) end f0_local2 = function () local self = LUI.UIElement.new() self.id = "percentage_display_id" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, top = 100, left = 100, height = 65, width = 512 } ) self:animateToState( "default", 0 ) local f3_local1 = LUI.UIText.new() f3_local1.id = "hm_description_id" f3_local1:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, top = 0, left = 0, height = CoD.TextSettings.BoldFont.Height, width = 512, font = CoD.TextSettings.BoldFont.Font, alignment = LUI.Alignment.left } ) f3_local1:animateToState( "default", 0 ) f3_local1:setText( "" ) f3_local1:setTextStyle( CoD.TextStyle.Shadowed ) f3_local1:registerEventHandler( "host_migration_update", f0_local1 ) LUI.MenuBuilder.BuildAddChild( f3_local1, { type = "UITimer", id = "hm_description_refresh_id", properties = { event = "host_migration_update", interval = 250 } } ) self:addElement( f3_local1 ) return self end LUI.MenuBuilder.registerType( "host_migration_main", function () local f4_local0 = Engine.Localize( "@LUA_MENU_HOST_MIGRATION_CAPS" ) local self = LUI.UIElement.new() self.id = "host_migration_id" self:registerAnimationState( "default", { topAnchor = true, leftAnchor = true, bottomAnchor = true, rightAnchor = true, top = 0, left = 0, bottom = 0, right = 0, alpha = 1 } ) self:animateToState( "default", 0 ) self:registerEventHandler( "hide_host_migration", f0_local0 ) LUI.MenuBuilder.BuildAddChild( self, { type = "UIWorldBlur", id = "hmWorldBlurOverlay", states = { default = { worldBlur = 5 } } } ) self:addElement( LUI.mp_hud.OptionsMenu.mp_pause_menu_background_def() ) self:addElement( LUI.mp_hud.OptionsMenu.mp_pause_menu_title_def( f4_local0 ) ) self:addElement( f0_local2() ) return self end ) LockTable( _M )