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Contact Support - Help Center Get help on the UGX Discord. Join it now!perk_hud_create( perk )
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = ;
}
/#
if ( GetDvarInt( #"zombie_cheat" ) >= 5 )
{
if ( IsDefined( self.perk_hud ) )
{
return;
}
}
#/
shader = "";
switch( perk )
{
case "specialty_armorvest_upgrade":
shader = "specialty_juggernaut_zombies_pro";
break;
case "specialty_armorvest":
shader = "specialty_iw_tuff_nuff";
break;
case "specialty_quickrevive_upgrade":
shader = "specialty_quickrevive_zombies_pro";
break;
case "specialty_quickrevive":
shader = "specialty_iw_up_atoms";
break;
case "specialty_fastreload_upgrade":
shader = "specialty_fastreload_zombies_pro";
break;
case "specialty_fastreload":
shader = "specialty_iw_quickies";
break;
case "specialty_rof_upgrade":
case "specialty_rof":
shader = "specialty_iw_bang_bangs";
break;
case "specialty_longersprint_upgrade":
case "specialty_longersprint":
shader = "specialty_iw_racin_stripes";
break;
case "specialty_flakjacket_upgrade":
case "specialty_flakjacket":
shader = "specialty_iw_bombstoppers";
break;
case "specialty_deadshot_upgrade":
case "specialty_deadshot":
shader = "specialty_iw_deadeye_dewdrops";
break;
case "specialty_additionalprimaryweapon_upgrade":
case "specialty_additionalprimaryweapon":
shader = "specialty_iw_mule_munchies";
break;
case "specialty_bulletaccuracy_upgrade":
case "specialty_bulletaccuracy":
shader = "specialty_iw_blue_bolts";
break;
case "specialty_bulletdamage_upgrade":
case "specialty_bulletdamage":
shader = "specialty_iw_slappy_taffy";
break;
case "specialty_extraammo_upgrade":
case "specialty_extraammo":
shader = "specialty_iw_change_chews";
break;
default:
shader = "";
break;
}
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "center";
hud.alignY = "bottom";
hud.horzAlign = "center";
hud.vertAlign = "bottom";
hud.x = 0; //self.perk_hud.size * 30;
hud.y = hud.y - 20;
hud.alpha = 0;
hud fadeOverTime(0.6);
hud.alpha = 1;
hud SetShader( shader, 26, 24 );
hud scaleOverTime( 0.6, 26, 24 );
self.perk_hud = hud;
x_start = -1 * ((self.perk_hud.size * 28) / 2);
keys = GetArrayKeys( self.perk_hud );
for( i = 0; i < keys.size; i++ )
{
self.perk_hud[keys[i]].x = x_start;
x_start += 28;
}
}
level.powerup_hud[i].y = level.powerup_hud[i].y - 5; // ww: used to offset by - 78
level.powerup_hud[i].y = level.powerup_hud[i].y - 50; // ww: used to offset by - 78