iw6-lui/lui/mp_hud/capturinghud.dec.lua
2024-09-12 17:25:45 +02:00

984 lines
26 KiB
Lua

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 )