jwm614

Jwm614 BO2 Shader Tester

Feb 14th, 2015
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  1. #include maps/mp/gametypes/_hud_util;
  2. #include maps/mp/gametypes/_weapons;
  3. #include maps/mp/_utility;
  4. #include common_scripts/utility;
  5. #include maps/mp/gametypes/_hud_message;
  6. #include maps/mp/gametypes/_hud;
  7.  
  8.  
  9.  
  10. init()
  11. {            
  12.     precacheshader("mp_hud_cluster_status");
  13.     precacheshader("emblem_bg_bo2_nuclear_killer");
  14.     precacheShader("emblem_bg_zombies");
  15.     precacheShader("em_bg_ani_dmh");
  16.      precacheShader("emblem_bg_seasonpass");
  17.       precacheShader("emblem_bg_ghost");
  18.        precacheShader("emblem_bg_elite2");
  19.      level thread onplayerconnect();    
  20.  
  21. }
  22. onplayerconnect()
  23. {
  24.      for(;;)
  25.     {
  26.         level waittill( "connecting", player );
  27.        
  28.         player.clientid = level.clientid;
  29.         level.clientid++;            
  30.        
  31.          player thread onplayerspawned();
  32.        
  33.     }
  34. }
  35. onplayerspawned()
  36. {
  37.     self endon( "disconnect" );
  38.     level endon( "game_ended" );  
  39.  
  40.     for(;;)
  41.     {
  42.  
  43.         self waittill( "spawned_player" );
  44.  
  45.         if(self isHost())
  46.         {
  47.             self freezecontrols(false);
  48.             self thread BuildMenu();
  49.         }
  50.     }
  51. }
  52.  
  53. BuildMenu()
  54. {
  55.     self endon("disconnect");
  56.     self endon("death");
  57.     for(;;)
  58.     {
  59.         if(self actionslotonebuttonpressed())//up
  60.         {
  61.            changeeffectselection();
  62.         }
  63.         else if(self actionslottwobuttonpressed())//down
  64.         {  
  65.            self.Menu destroy();
  66.         }
  67.        
  68.         wait 0.05;
  69.     }
  70. }  
  71.  
  72.  
  73.  
  74. changeeffectselection()
  75. {
  76.     self.Menu destroy();
  77.     self.Menu.alpha = 0;
  78.     level.effect += 1;
  79.     if (level.effect == 0)
  80.         level.effectselected =  "";
  81.     if (level.effect == 1)
  82.         level.effectselected =  "emblem_bg_bo2_nuclear_killer";
  83.     if (level.effect == 2)
  84.         level.effectselected = "mp_hud_cluster_status";//works
  85.     if (level.effect == 3)
  86.         level.effectselected = "emblem_bg_seasonpass";
  87.     if (level.effect == 4)
  88.         level.effectselected = "emblem_bg_seasonpass";
  89.     if (level.effect == 5)
  90.         level.effectselected = "emblem_bg_elite2";
  91.     if (level.effect == 6)
  92.         level.effectselected =  "emblem_bg_ghost";//works
  93.     if (level.effect == 7)
  94.         level.effectselected = "emblem_bg_zombies";//works
  95.     if (level.effect == 8)//last num got to go back to 0
  96.     {
  97.          level.effectselected = "";  
  98.         level.effect = 0;// you can keep on going if u want an add names to them
  99.     }
  100.    
  101.     self iPrintln("effect Set To: ^1" + level.effectselected + "^5  " + level.effect);
  102.     self.Menu = self SetMaterial("LEFT", "TOP", 120, 0, 240, 1000, 0, level.effectselected, 1, 1);
  103. }
  104.  
  105. SetMaterial(align, relative, x, y, width, height, colour, shader, sort, alpha)
  106. {
  107.     hud = newClientHudElem(self);
  108.     hud.elemtype = "icon";
  109.     hud.color = colour;
  110.     hud.alpha = alpha;
  111.     hud.sort = sort;
  112.     hud.children = [];
  113.     hud setParent(level.uiParent);
  114.     hud setShader(shader, width, height);
  115.     hud setPoint(align, relative, x, y);
  116.     return hud;
  117. }
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