// general definitions #define CHOICE_X_START 0 #define CHOICE_Y_START 34 #define CHOICE_SEP_1 4 #define CHOICE_SEP_2 7 #include "ui_mp/menustyle.inc" #include "ui/choices_setup_common.menu" #define ORIGIN_STATUS 390 64 #define MENU_FONT_COLOR2 1 1 1 0.5 #include "ui_mp/stats_info.inc" // ========================== Perk 1 special cases =========================== #define UPDATE_PERK1 \ execOnDvarStringValue loadout_primary_attachment gl "set loadout_perk1_locked 1;set loadout_perk1 specialty_null"; \ execOnDvarStringValue loadout_primary_attachment grip "set loadout_perk1_locked 1;set loadout_perk1 specialty_null"; \ execOnDvarStringValue loadout_primary_attachment none "set loadout_perk1_locked 0"; \ execOnDvarStringValue loadout_primary_attachment acog "set loadout_perk1_locked 0"; \ execOnDvarStringValue loadout_primary_attachment silencer "set loadout_perk1_locked 0"; \ execOnDvarStringValue loadout_primary_attachment reflex "set loadout_perk1_locked 0"; menuDef { name CAC_MENU_NAME rect 0 0 640 480 focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY blurWorld 7.0 onOpen { setfocus primary_weapon_selection; UPDATE_PERK1; } onEsc { scriptMenuResponse "back"; } itemDef { style WINDOW_STYLE_SHADER rect FULLSCREEN_WIDE background "animbg_blur_back" backcolor 1 1 1 0.75 visible 1 decoration } // ------------------ statics ------------------------ CHOICE_MENU_TITLE( "@MPUI_CREATE_A_CLASS_CAP" ) // ------------------------- buttons ------------------------------ #define BACK_OPEN ; #include "ui_mp/navcontrols.inc" //========================================================= //===================== MENU SELECTION ==================== //========================================================= // PRIMARY WEAPON BUTTON ============================================================= #define CAC_SETUP_ACTION1 \ play "mouse_click"; \ execOnDvarStringValue loadout_class assault "set selected_weapon_class assault;set ui_weapon_class_selected @MPUI_ASSAULT_RIFLES"; \ execOnDvarStringValue loadout_class specops "set selected_weapon_class specops;set ui_weapon_class_selected @MPUI_SUB_MACHINE_GUNS"; \ execOnDvarStringValue loadout_class heavygunner "set selected_weapon_class heavygunner;set ui_weapon_class_selected @MPUI_LIGHT_MACHINE_GUNS"; \ execOnDvarStringValue loadout_class demolitions "set selected_weapon_class demolitions;set ui_weapon_class_selected @MPUI_SHOTGUNS"; \ execOnDvarStringValue loadout_class sniper "set selected_weapon_class sniper;set ui_weapon_class_selected @MPUI_SNIPER_RIFLES"; \ uiScript openMenuOnDvar loadout_class assault "ocd_popup_cac_assault"; \ uiScript openMenuOnDvar loadout_class specops "ocd_popup_cac_SMG"; \ uiScript openMenuOnDvar loadout_class heavygunner "ocd_popup_cac_LMG"; \ uiScript openMenuOnDvar loadout_class demolitions "ocd_popup_cac_shotgun"; \ uiScript openMenuOnDvar loadout_class sniper "ocd_popup_cac_sniper"; CHOICE_BUTTON_EX( 1, "@MPUI_PRIMARY_WEAPON1", CAC_SETUP_ACTION1, name primary_weapon_selection ) #define CAC_SETUP_ACTION_ATTACHMENT \ play "mouse_click"; \ uiScript openMenuOnDvar loadout_class assault "ocd_attachment_popup_assault"; \ uiScript openMenuOnDvar loadout_class specops "ocd_attachment_popup_SMG"; \ uiScript openMenuOnDvar loadout_class heavygunner "ocd_attachment_popup_LMG"; \ uiScript openMenuOnDvar loadout_class demolitions "ocd_attachment_popup_shotgun"; \ uiScript openMenuOnDvar loadout_class sniper "ocd_attachment_popup_sniper"; CHOICE_BUTTON_BG( 2, 1 ) CHOICE_HIGHLIGHT( 2, 1 ) CHOICE_BUTTON_VIS_NOHI( 2, "@PERKS_ATTACHMENT", CAC_SETUP_ACTION_ATTACHMENT, when( dvarString( loadout_primary ) != "mp44" ) ) CHOICE_DBUTTON_VIS_NOHI( 2, "@PERKS_ATTACHMENT", when( dvarString( loadout_primary ) == "mp44" ) ) // SECONDARY WEAPON/SIDE ARM BUTTON ============================================================= #define CAC_SETUP_ACTION2 \ play "mouse_click"; \ open "ocd_popup_cac_secondary"; CHOICE_BUTTON( 3, "@MPUI_SIDE_ARM1", CAC_SETUP_ACTION2 ) // SPECIAL GRENADE BUTTON ============================================================= #define CAC_SETUP_ACTION3 \ play "mouse_click"; \ open "ocd_popup_cac_extra"; CHOICE_BUTTON( 4, "@MPUI_SPECIAL_GRENADE", CAC_SETUP_ACTION3 ) /* separator bar */ CHOICE_SEPARATOR( CHOICE_SEP_1 ) #define CAC_SETUP_ACTION4 \ play "mouse_click"; \ open "ocd_popup_cac_perk1"; // PERK 1 BUTTON ============================================================= // perk 1 empty warning CHOICE_BUTTON_BG_RAW( 5, "gradient_fadein", 0.5 0.15 0 0.5, when( dvarString(loadout_perk1) == "specialty_null" && !dvarBool(loadout_perk1_locked) ); ) CHOICE_BUTTON_FOCUS_VIS_ADV( 5, "@MPUI_PERK_1", CAC_SETUP_ACTION4, ;, ;, when( !dvarBool(loadout_perk1_locked) ), !dvarBool(loadout_perk1_locked) ) CHOICE_BUTTON_FOCUS_VIS_NOHI( 5, "", ;, ;, ;, when( dvarBool(loadout_perk1_locked) ) ) CHOICE_DBUTTON_VIS( 5, "@MPUI_PERK_1", when( dvarBool(loadout_perk1_locked) ) ) // PERK 2 BUTTON ============================================================= #define CAC_SETUP_ACTION5 \ play "mouse_click"; \ open "ocd_popup_cac_perk2"; CHOICE_BUTTON_BG_RAW( 6, "gradient_fadein", 0.5 0.15 0 0.5, when( dvarString(loadout_perk2) == "specialty_null" ); ) CHOICE_BUTTON( 6, "@MPUI_PERK_2", CAC_SETUP_ACTION5 ) // PERK 3 BUTTON ============================================================= #define CAC_SETUP_ACTION6 \ play "mouse_click"; \ open "ocd_popup_cac_perk3"; CHOICE_BUTTON_BG_RAW( 7, "gradient_fadein", 0.5 0.15 0 0.5, when( dvarString(loadout_perk3) == "specialty_null" ); ) CHOICE_BUTTON( 7, "@MPUI_PERK_3", CAC_SETUP_ACTION6 ) /* separator bar */ CHOICE_SEPARATOR( CHOICE_SEP_2 ) #define CAC_SETUP_ACTIONGO \ play "mouse_click"; \ scriptMenuResponse "go"; CHOICE_BUTTON( 8, "@MENU_ACCEPT", CAC_SETUP_ACTIONGO ) /* ================================================================================= */ /* ================================ LOADOUT DISPLAY ================================ */ /* ================================================================================= */ #define STAT_CAC_PRIMARY tableLookup("mp/statstable.csv", 4, dvarString( loadout_primary ), 0) #define STAT_CAC_PRIMARY_ATTACHMENT tableLookup("mp/attachmentTable.csv", 4, dvarString( loadout_primary_attachment ), 9) #define STAT_CAC_SECONDARY tableLookup("mp/statstable.csv", 4, dvarString( loadout_secondary ), 0) #define STAT_CAC_SECONDARY_ATTACHMENT tableLookup("mp/attachmentTable.csv", 4, dvarString( loadout_secondary_attachment ), 9) #define STAT_CAC_SPECIALTY_EQUIPMENT tableLookup("mp/statstable.csv", 4, dvarString( loadout_perk1 ), 0) #define STAT_CAC_SPECIALTY_WEAPON tableLookup("mp/statstable.csv", 4, dvarString( loadout_perk2 ), 0) #define STAT_CAC_SPECIALTY_ABILITY tableLookup("mp/statstable.csv", 4, dvarString( loadout_perk3 ), 0) #define STAT_CAC_SPECIAL_GRENADE tableLookup("mp/statstable.csv", 4, dvarString( loadout_grenade ), 0) #define STAT_CAC_CAMO tableLookup("mp/attachmentTable.csv", 4, dvarString( loadout_camo ), 11) #include "ui_mp/cac_loadout_ingame.inc" #include "ui/safearea.menu" } // close all 2nd and 3rd layer popups on end action #define PREPROC_ATTACH_CLOSEALL \ close "ocd_popup_cac_primary"; \ close "ocd_popup_cac_secondary"; \ close "ocd_popup_cac_assault"; \ close "ocd_popup_cac_SMG"; \ close "ocd_popup_cac_LMG"; \ close "ocd_popup_cac_sniper"; \ close "ocd_popup_cac_shotgun"; \ close "popup_cac_template"; \ close "ocd_attachment_popup_assault"; \ close "ocd_attachment_popup_SMG"; \ close "ocd_attachment_popup_LMG"; \ close "ocd_attachment_popup_sniper"; \ close "ocd_attachment_popup_shotgun"; \ close "ocd_attachment_popup_pistol"; \ close "ocd_popup_cac_camo"; \ close "ocd_attachment_popup_fake"; // including weapon data #include "ui_mp/weaponinfo.menu" #include "ui_mp/popupstyle.inc" #include "ui/choices_setup_popmenu.menu" #undef CHOICE_SIZE_X #define CHOICE_SIZE_X 216 #undef NEW_X_OFFSET #define NEW_X_OFFSET (0-CHOICE_SIZE_X) #undef NEW_Y_OFFSET #define NEW_Y_OFFSET (0-2) // ==================================================================================================== // primary weapon selection =========================================================================== // ==================================================================================================== #define LOCAL_WEAPON_INFO_WINDOW( highlight_dvar ) \ /* weapon information side frame*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) -4 280 CHOICE_POPUP_HEIGHT( 7 ) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 1, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" && dvarString(ui_inside_popup) != "camo" ); ) \ LOADOUT_PLATING_RAW( CHOICE_POPUP_WIDTH 8, -2, 0, 280, (CHOICE_POPUP_HEIGHT( 7 )-4), CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN visible when( dvarString(ui_inside_popup) != "attachment" && dvarString(ui_inside_popup) != "camo" );, 0, 0 )\ /* weapon image*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 30 256 48 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "gradient_bottom", 1 1 1 0.3, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" && dvarString(ui_inside_popup) != "camo" ); ) \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+72) -6 180 90 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, tablelookup("mp/statsTable.csv",4,dvarString(highlight_dvar),6), 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" && dvarString(ui_inside_popup) != "camo" ); ) \ /* weapon title*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 58 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(highlight_dvar),3), TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE visible when( dvarString(ui_inside_popup) != "attachment" && dvarString(ui_inside_popup) != "camo" ); ) \ /* weapon desc unlocked*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(highlight_dvar),7), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR visible when( dvarBool( ui_primary_hl_unlocked ) ); )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@MENU_DISABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE visible when( !dvarBool( ui_primary_hl_unlocked ) ); )\ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 0 (CHOICE_SIZE_Y*2) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "specialty_locked", 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( !dvarBool( ui_primary_hl_unlocked ) ); ) \ PREPROC_SHADER_DRAW_ALIGNED( 0 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", 0.15 0.15 0.17 1, 0, 2, CHOICE_POPUP_BORDER_COLOR )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( 8 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -32 0, dvarString(ui_weapon_class_selected), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, CHOICE_TEXTCOLOR ) \ /* pointer icon */ \ PREPROC_SHADER_DRAW_ALIGNED( 200 -16 16 8 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "hitech_arrow_down", 0.9 0.9 0.95 0.4, 0, 2, CHOICE_POPUP_BORDER_COLOR ) #define LOCAL_PRIMARY_WEAPON_ACTION( suffix, weapClass, weapRef ) \ play "mouse_click"; \ execOnDvarStringValue loadout_primary_attachment gl ""; \ scriptMenuResponse "loadout_primary:"weapRef;\ setdvar loadout_primary weapRef; \ close self; #define LOCAL_PRIMARY_WEAPON_ACTION3( suffix, weapClass, weapRef ) \ play "mouse_click"; \ execOnDvarStringValue loadout_primary_attachment gl ""; \ scriptMenuResponse "loadout_primary:"weapRef;\ setdvar loadout_primary weapRef; \ setdvar loadout_primary_attachment none; \ setdvar loadout_perk1_locked 0; \ close self; #define WI_FOCUS_ACTION( weaponRef ) \ execOnDvarStringValue "weap_allow_"weaponRef 0 "set ui_primary_hl_unlocked 0";\ execOnDvarStringValue "weap_allow_"weaponRef 1 "set ui_primary_hl_unlocked 1";\ exec "set ui_primary_highlighted "weaponRef; // hacked to hide the second primary if same weapon is selected in first primary, change weapon description to "Already selected" #define LOCAL_WEAPON_ITEM( suffix, itemNum, weaponName, weaponClass, weaponRef )\ CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ;, WI_FOCUS_ACTION( weaponRef ), ;, when( !dvarBool( "weap_allow_"weaponRef ) ); ) \ CHOICE_DBUTTON_VIS( itemNum, weaponName, when( 1 ); ) \ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, weaponName, LOCAL_PRIMARY_WEAPON_ACTION( suffix, weaponClass, weaponRef ), \ WI_FOCUS_ACTION( weaponRef ), ;, when( dvarBool( "weap_allow_"weaponRef ) );, \ dvarBool( "weap_allow_"weaponRef ) ) \ #define LOCAL_WEAPON_ITEM2( suffix, itemNum, weaponName, weaponClass, weaponRef )\ CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ;, WI_FOCUS_ACTION( weaponRef ), ;, when( !dvarBool( "weap_allow_"weaponRef ) ); ) \ CHOICE_DBUTTON_VIS( itemNum, weaponName, when( 1 ); ) \ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, weaponName, LOCAL_PRIMARY_WEAPON_ACTION3( suffix, weaponClass, weaponRef ), \ WI_FOCUS_ACTION( weaponRef ), ;, when( dvarBool( "weap_allow_"weaponRef ) );, \ dvarBool( "weap_allow_"weaponRef ) ) \ // primary weapon class dropdown menuDef { IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_primary", 5, (CHOICE_X( 1 )-2), (CHOICE_Y( 1 )-4), ;, execnow "set ui_inside_popup weapon_class; set ui_show_preview 1";, 1 ) onClose{ execnow "set ui_show_preview 0; set ui_primary_highlighted 0; set ui_attachment_highlighted 0"; } #define LOCAL_WEAPON_CLASS( itemNum, ptext, plabel ) \ CHOICE_BUTTON_EX( itemNum, plabel, play "mouse_click"; execnow "set selected_weapon_class "ptext"; set ui_weapon_class_selected "plabel; open "ocd_popup_cac_"ptext;, name ptext ) LOCAL_WEAPON_CLASS( 1, "assault", "@MPUI_ASSAULT_RIFLES" ) LOCAL_WEAPON_CLASS( 2, "SMG", "@MPUI_SUB_MACHINE_GUNS" ) LOCAL_WEAPON_CLASS( 3, "LMG", "@MPUI_LIGHT_MACHINE_GUNS" ) LOCAL_WEAPON_CLASS( 4, "shotgun", "@MPUI_SHOTGUNS" ) LOCAL_WEAPON_CLASS( 5, "sniper", "@MPUI_SNIPER_RIFLES" ) } // hackaround to work for PC's floating mouse unfocusing #undef UI_FOCUSFIRST #define UI_FOCUSFIRST "ui_primary_highlighted" // primary weapon items #define LOCAL_MASTER_WEAPON_GROUP( suffix, pos, y_offset )\ menuDef {\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_assault"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+20+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_M16"; set ui_inside_popup assault";, 0 )\ LOCAL_WEAPON_INFO_WINDOW( "ui_primary_highlighted" )\ LOCAL_WEAPON_ITEM( suffix, 1, "@WEAPON_M16", "assault", REF_M16 )\ LOCAL_WEAPON_ITEM( suffix, 2, "@WEAPON_AK47", "assault", REF_AK47 )\ LOCAL_WEAPON_ITEM( suffix, 3, "@WEAPON_M4_CARBINE", "assault", REF_M4 )\ LOCAL_WEAPON_ITEM( suffix, 4, "@WEAPON_G3", "assault", REF_G3 )\ LOCAL_WEAPON_ITEM( suffix, 5, "@WEAPON_G36C", "assault", REF_G36C )\ LOCAL_WEAPON_ITEM( suffix, 6, "@WEAPON_M14", "assault", REF_M14 )\ LOCAL_WEAPON_ITEM2( suffix, 7, "@WEAPON_MP44", "assault", REF_MP44 )\ }\ menuDef {\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_LMG"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+20+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_M249SAW"; set ui_inside_popup lmg";, 0 )\ LOCAL_WEAPON_INFO_WINDOW( "ui_primary_highlighted" )\ LOCAL_WEAPON_ITEM( suffix, 1, "@WEAPON_SAW", "LMG", REF_M249SAW )\ LOCAL_WEAPON_ITEM( suffix, 2, "@WEAPON_RPD", "LMG", REF_RPD )\ LOCAL_WEAPON_ITEM( suffix, 3, "@WEAPON_M60E4", "LMG", REF_M60E4 )\ }\ menuDef {\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_SMG"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+20+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_MP5";set ui_inside_popup smg";, 0 )\ LOCAL_WEAPON_INFO_WINDOW( "ui_primary_highlighted" )\ LOCAL_WEAPON_ITEM( suffix, 1, "@WEAPON_MP5", "SMG", REF_MP5 )\ LOCAL_WEAPON_ITEM( suffix, 2, "@WEAPON_SKORPION", "SMG", REF_SKORPION )\ LOCAL_WEAPON_ITEM( suffix, 3, "@WEAPON_UZI", "SMG", REF_UZI )\ LOCAL_WEAPON_ITEM( suffix, 4, "@WEAPON_AK74U", "SMG", REF_AK74U )\ LOCAL_WEAPON_ITEM( suffix, 5, "@WEAPON_P90", "SMG", REF_P90 )\ }\ menuDef {\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_shotgun"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+20+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_WINCHESTER1200"; set ui_inside_popup shotgun";, 0 )\ LOCAL_WEAPON_INFO_WINDOW( "ui_primary_highlighted" )\ LOCAL_WEAPON_ITEM( suffix, 1, "@WEAPON_WINCHESTER1200", "shotgun", REF_WINCHESTER1200 )\ LOCAL_WEAPON_ITEM( suffix, 2, "@WEAPON_BENELLI", "shotgun", REF_BENELLIM4 )\ }\ menuDef {\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_sniper"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+20+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_M40A3"; set ui_inside_popup sniper";, 0 )\ LOCAL_WEAPON_INFO_WINDOW( "ui_primary_highlighted" )\ LOCAL_WEAPON_ITEM( suffix, 1, "@WEAPON_M40A3", "sniper", REF_M40A3 )\ LOCAL_WEAPON_ITEM( suffix, 2, "@WEAPON_M21", "sniper", REF_M21 )\ LOCAL_WEAPON_ITEM( suffix, 3, "@WEAPON_DRAGUNOV", "sniper", REF_DRAGUNOVSVD )\ LOCAL_WEAPON_ITEM( suffix, 4, "@WEAPON_REMINGTON700", "sniper", REF_REMINGTON700 )\ LOCAL_WEAPON_ITEM( suffix, 5, "@WEAPON_BARRETT", "sniper", REF_BARRETT )\ } // primary and second primary weapon selection popup menus LOCAL_MASTER_WEAPON_GROUP( "", 1, 0 ) // ==================================================================================================== // primary and second primary attachment selection ==================================================== // ==================================================================================================== #define LOCAL_ATTACHMENT_INFO_WINDOW( parentDvar ) \ /* attachment information side frame*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) -4 280 CHOICE_POPUP_HEIGHT( 7 ) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 1, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "camo" ); ) \ LOADOUT_PLATING_RAW( CHOICE_POPUP_WIDTH 8, -2, 0, 280, (CHOICE_POPUP_HEIGHT( 7 )-4), CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN visible when( dvarString(ui_inside_popup) != "camo" );, 0, 0 ) \ /* attachment image*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 30 256 48 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "gradient_bottom", 1 1 1 0.3, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "camo" ); ) \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+182) 6 64 64 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, tablelookup("mp/attachmentTable.csv",4,dvarString(ui_attachment_highlighted),6), 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "camo" ); ) \ /* attachment title*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 58 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/attachmentTable.csv",4,dvarString(ui_attachment_highlighted),3), TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE visible when( dvarString(ui_inside_popup) != "camo" ); ) \ /* attachment desc unlocked*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/attachmentTable.csv",4,dvarString(ui_attachment_highlighted),7), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR visible when( dvarBool( ui_attachment_hl_unlocked ) ); )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@MENU_DISABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE visible when( !dvarBool( ui_attachment_hl_unlocked ) ); )\ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 0 (CHOICE_SIZE_Y*2) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "specialty_locked", 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( !dvarBool( ui_attachment_hl_unlocked ) && dvarString(ui_inside_popup) != "camo" ); ) \ PREPROC_SHADER_DRAW_ALIGNED( 0 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", 0.15 0.15 0.17 1, 0, 2, CHOICE_POPUP_BORDER_COLOR )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( 8 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -32 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(parentDvar),3), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, CHOICE_TEXTCOLOR )\ /* pointer icon */ \ PREPROC_SHADER_DRAW_ALIGNED( 200 -16 16 8 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "hitech_arrow_right", 0.55 0.95 0.55 0.7, 0, 2, CHOICE_POPUP_BORDER_COLOR ) #define LOCAL_ATTACHMENT_ACTION( attachmentDvar, attachmentName, paction, groupArg ) \ setdvar loadout_primary_attachment attachmentName; \ scriptMenuResponse "loadout_primary_attachment:"groupArg":"attachmentName;\ UPDATE_PERK1 \ close self; /* setdvar loadout_camo camo_none; \ open "ocd_popup_cac_camo"; */ #define LOCAL_ATTACHMENT_ACTION2( attachmentDvar, attachmentName, paction, groupArg ) \ setdvar loadout_secondary_attachment attachmentName; \ scriptMenuResponse "loadout_secondary_attachment:"groupArg":"attachmentName;\ UPDATE_PERK1 \ PREPROC_ATTACH_CLOSEALL #define AI_FOCUS_ACTION( groupArg, weaponRef ) \ execOnDvarStringValue "attach_allow_"groupArg"_"weaponRef 0 "set ui_attachment_hl_unlocked 0";\ execOnDvarStringValue "attach_allow_"groupArg"_"weaponRef 1 "set ui_attachment_hl_unlocked 1";\ exec "set ui_attachment_highlighted "weaponRef; #define LOCAL_ATTACHMENT_ITEM( itemNum, p_setstat, groupArg ,p_numref, pname, paction, ptype, statDvar, bitMask )\ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, "@"+tablelookup("mp/attachmentTable.csv",4,pname,3), LOCAL_ATTACHMENT_ACTION( statDvar, pname, paction, groupArg );, AI_FOCUS_ACTION(groupArg,pname), ;, when( ptype == "primary" && dvarBool( "attach_allow_"groupArg"_"pname ) ), ptype == "primary" && dvarBool( "attach_allow_"groupArg"_"pname ) ) \ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, "@"+tablelookup("mp/attachmentTable.csv",4,pname,3), LOCAL_ATTACHMENT_ACTION2( statDvar, pname, paction, groupArg );, AI_FOCUS_ACTION(groupArg,pname), ;, when( ptype == "secondary" && dvarBool( "attach_allow_"groupArg"_"pname ) ), ptype == "primary" && dvarBool( "attach_allow_"groupArg"_"pname ) ) \ CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ;, AI_FOCUS_ACTION(groupArg,pname), ;, when( !dvarBool( "attach_allow_"groupArg"_"pname ) ); ) \ CHOICE_DBUTTON_VIS( itemNum, "@"+tablelookup("mp/attachmentTable.csv",4,pname,3), when( !dvarBool( "attach_allow_"groupArg"_"pname ) ); ) // hackaround to work for PC's floating mouse unfocusing #undef UI_FOCUSFIRST #define UI_FOCUSFIRST "ui_attachment_highlighted" // primary and second primary attachment items #define LOCAL_MASTER_ATTACHMENT_GROUP( stat_slot, suffix, pos, ptype, y_offset, statDvar )\ menuDef { /* assault attachments*/ \ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_assault"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+44+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_ATTACHMENT_NONE"; set ui_inside_popup attachment";, 0 )\ onClose{execnow "set ui_inside_popup 0";} \ LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_"ptype )\ LOCAL_ATTACHMENT_ITEM( 1, stat_slot, "assault", NUM_NONE, "none", ;, ptype, statDvar, 0 )\ LOCAL_ATTACHMENT_ITEM( 2, stat_slot, "assault", NUM_GL, "gl", play "mouse_click"; ;, ptype, statDvar, GL_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 3, stat_slot, "assault", NUM_SUPPRESSOR, "silencer", ;, ptype, statDvar, SILENCER_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 4, stat_slot, "assault", NUM_REFLEX, "reflex", ;, ptype, statDvar, REDDOT_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 5, stat_slot, "assault", NUM_ACOG, "acog", ;, ptype, statDvar, ACOG_NEW_BITMASK )\ }\ menuDef { /* LMG attachments*/\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_LMG"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+44+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_ATTACHMENT_NONE"; set ui_inside_popup attachment";, 0 )\ onClose{execnow "set ui_inside_popup 0";} \ LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_"ptype )\ LOCAL_ATTACHMENT_ITEM( 1, stat_slot, "lmg", NUM_NONE, "none", ;, ptype, statDvar, 0 )\ LOCAL_ATTACHMENT_ITEM( 2, stat_slot, "lmg", NUM_REFLEX, "reflex", ;, ptype, statDvar, REDDOT_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 3, stat_slot, "lmg", NUM_GRIP, "grip", ;, ptype, statDvar, GRIP_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 4, stat_slot, "lmg", NUM_ACOG, "acog", ;, ptype, statDvar, ACOG_NEW_BITMASK )\ }\ menuDef { /* SMG attachments*/\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_SMG"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+44+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_ATTACHMENT_NONE"; set ui_inside_popup attachment";, 0 )\ onClose{execnow "set ui_inside_popup 0";} \ LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_"ptype )\ LOCAL_ATTACHMENT_ITEM( 1, stat_slot, "smg", NUM_NONE, "none", ;, ptype, statDvar, 0 )\ LOCAL_ATTACHMENT_ITEM( 2, stat_slot, "smg", NUM_SUPPRESSOR, "silencer", ;, ptype, statDvar, SILENCER_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 3, stat_slot, "smg", NUM_REFLEX, "reflex", ;, ptype, statDvar, REDDOT_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 4, stat_slot, "smg", NUM_ACOG, "acog", ;, ptype, statDvar, ACOG_NEW_BITMASK )\ }\ menuDef { /* shotgun attachments*/\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_shotgun"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+44+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_ATTACHMENT_NONE"; set ui_inside_popup attachment";, 0 )\ onClose{execnow "set ui_inside_popup 0";} \ LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_"ptype )\ LOCAL_ATTACHMENT_ITEM( 1, stat_slot, "shotgun", NUM_NONE, "none", ;, ptype, statDvar, 0 )\ LOCAL_ATTACHMENT_ITEM( 2, stat_slot, "shotgun", NUM_REFLEX, "reflex", ;, ptype, statDvar, REDDOT_NEW_BITMASK )\ LOCAL_ATTACHMENT_ITEM( 3, stat_slot, "shotgun", NUM_GRIP, "grip", ;, ptype, statDvar, GRIP_NEW_BITMASK )\ }\ menuDef { /* sniper attachments*/\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_sniper"suffix, 7, (CHOICE_X( pos )-2), (CHOICE_Y( pos )+44+y_offset), ;, execnow "set "UI_FOCUSFIRST" "REF_ATTACHMENT_NONE"; set ui_inside_popup attachment";, 0 )\ onClose{execnow "set ui_inside_popup 0";} \ LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_"ptype )\ LOCAL_ATTACHMENT_ITEM( 1, stat_slot, "sniper", NUM_NONE, "none", ;, ptype, statDvar, 0 )\ LOCAL_ATTACHMENT_ITEM( 2, stat_slot, "sniper", NUM_ACOG, "acog", ;, ptype, statDvar, ACOG_NEW_BITMASK )\ } menuDef { /* fake attachment heading for weapons without attachments to be displayed on top of camo popup */ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_fake", 7, (CHOICE_X( 1 )-2), (CHOICE_Y( 1 ) + 44), ;, ;, 0 ) LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_primary" ) PREPROC_SHADER_DRAW_ALIGNED( 0 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", 0.15 0.15 0.17 1, 0, 2, CHOICE_POPUP_BORDER_COLOR ) PREPROC_TEXT_DRAW_ALIGNED_EXP( 8 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -32 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(loadout_primary),3), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, CHOICE_TEXTCOLOR ) /* pointer icon */ PREPROC_SHADER_DRAW_ALIGNED( 200 -16 16 8 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "hitech_arrow_right", 0.55 0.95 0.55 0.7, 0, 2, CHOICE_POPUP_BORDER_COLOR ) } // side arm attachment selection ====================================================================== menuDef { /* pistol attachments*/ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_attachment_popup_pistol", 7, (CHOICE_X( 2 )-2), (CHOICE_Y( 2 )+24), ;, execnow "set "UI_FOCUSFIRST" "REF_ATTACHMENT_NONE"; set ui_inside_popup attachment";, 0 ) onClose{execnow "set ui_inside_popup 0";} LOCAL_ATTACHMENT_INFO_WINDOW( "loadout_secondary" ) LOCAL_ATTACHMENT_ITEM( 1, CAC_SECONDARY_ATTACHMENT, "pistol", NUM_NONE, "none", ;, "secondary", "ui_secondary_weapon", 0 ) LOCAL_ATTACHMENT_ITEM( 2, CAC_SECONDARY_ATTACHMENT, "pistol", NUM_SUPPRESSOR, "silencer", ;, "secondary", "ui_secondary_weapon", SILENCER_NEW_BITMASK ) } // primary and second primary attachment popup menus LOCAL_MASTER_ATTACHMENT_GROUP( CAC_PRIMARY_ATTACHMENT, "", 1, "primary", 0, "loadout_primary_attachment" ) // ==================================================================================================== // side arm selection =============================================================================== // ==================================================================================================== #define LOCAL_SIDEARM_INFO_WINDOW( highlight_dvar ) \ /* sidearm information side frame*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) -4 280 CHOICE_POPUP_HEIGHT( 7 ) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 1, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" ); ) \ LOADOUT_PLATING_RAW( CHOICE_POPUP_WIDTH 8, -2, 0, 280, (CHOICE_POPUP_HEIGHT( 7 )-4), CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN visible when( dvarString(ui_inside_popup) != "attachment" );, 0, 0 )\ /* sidearm image*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 30 256 48 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "gradient_bottom", 1 1 1 0.3, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" ); ) \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+138) -12 90 90 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, tablelookup("mp/statsTable.csv",4,dvarString(highlight_dvar),6), 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" ); ) \ /* sidearm title*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 58 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(highlight_dvar),3), TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE visible when( dvarString(ui_inside_popup) != "attachment" ); ) \ /* sidearm desc unlocked*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(highlight_dvar),7), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR visible when( dvarBool( ui_sidearm_hl_unlocked ) ); )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@MENU_DISABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE visible when( !dvarBool( ui_sidearm_hl_unlocked ) ); )\ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 0 (CHOICE_SIZE_Y*2) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "specialty_locked", 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( !dvarBool( ui_sidearm_hl_unlocked ) ); ) \ #define LOCAL_SIDEARM_ACTION( pstat, weaponRef ) \ play "mouse_click"; \ setdvar loadout_secondary weaponRef; \ setdvar loadout_secondary_attachment none; \ scriptMenuResponse "loadout_secondary:"weaponRef;\ PREPROC_ATTACH_CLOSEALL #define LOCAL_SIDEARM_ACTION2( pstat, weaponRef ) \ play "mouse_click"; \ setdvar loadout_secondary weaponRef; \ setdvar loadout_secondary_attachment none; \ scriptMenuResponse "loadout_secondary:"weaponRef;\ uiScript openMenuOnDvar "selected_weapon_class" pistol "ocd_attachment_popup_pistol"; #define SI_FOCUS_ACTION( weaponRef ) \ execOnDvarStringValue "weap_allow_"weaponRef 0 "set ui_sidearm_hl_unlocked 0";\ execOnDvarStringValue "weap_allow_"weaponRef 1 "set ui_sidearm_hl_unlocked 1";\ exec "set ui_sidearm_highlighted "weaponRef; #define LOCAL_SIDEARM_ITEM( itemNum, weaponName, weaponStat, weaponRef, highlight_dvar )\ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, weaponName, LOCAL_SIDEARM_ACTION( weaponStat, weaponRef ), SI_FOCUS_ACTION( weaponRef ), ;, \ when( dvarBool( "weap_allow_"weaponRef ) && ( weaponRef == REF_DESERTEAGLE || weaponRef == REF_DESERTEAGLEGOLD ) );, \ dvarBool( "weap_allow_"weaponRef ) && ( weaponRef == REF_DESERTEAGLE || weaponRef == REF_DESERTEAGLEGOLD ) ) \ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, weaponName, LOCAL_SIDEARM_ACTION2( weaponStat, weaponRef ), SI_FOCUS_ACTION( weaponRef ), ;, \ when( dvarBool( "weap_allow_"weaponRef ) && weaponRef != REF_DESERTEAGLE && weaponRef != REF_DESERTEAGLEGOLD );, \ dvarBool( "weap_allow_"weaponRef ) && weaponRef != REF_DESERTEAGLE && weaponRef != REF_DESERTEAGLEGOLD ) \ CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ;, SI_FOCUS_ACTION( weaponRef ), ;, when( !dvarBool( "weap_allow_"weaponRef ) ); ) \ CHOICE_DBUTTON_VIS( itemNum, weaponName, when( !dvarBool( "weap_allow_"weaponRef ) ); ) // side arm selection popup menu // hackaround to work for PC's floating mouse unfocusing #undef UI_FOCUSFIRST #ifdef PC #define UI_FOCUSFIRST "ui_sidearm_highlighted" #else #define UI_FOCUSFIRST "ui_fake_focus" #endif menuDef { IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_secondary", 7, (CHOICE_X( 2 )-2), (CHOICE_Y( 2 )), ;, execnow "set "UI_FOCUSFIRST" "REF_M9BERETTA"; set selected_weapon_class pistol; set ui_inside_popup pistol";, 1 ) onClose{execnow "set ui_inside_popup 0";} LOCAL_SIDEARM_INFO_WINDOW( "ui_sidearm_highlighted" ) LOCAL_SIDEARM_ITEM( 1, "@WEAPON_BERETTA", STAT_PISTOL_M9BERETTA, REF_M9BERETTA, "ui_sidearm_highlighted" ) LOCAL_SIDEARM_ITEM( 2, "@WEAPON_USP", STAT_PISTOL_USP, REF_USP, "ui_sidearm_highlighted" ) LOCAL_SIDEARM_ITEM( 3, "@WEAPON_COLT1911", STAT_PISTOL_COLT45, REF_COLT45, "ui_sidearm_highlighted" ) LOCAL_SIDEARM_ITEM( 4, "@WEAPON_DESERTEAGLE", STAT_PISTOL_DESERTEAGLE, REF_DESERTEAGLE, "ui_sidearm_highlighted" ) LOCAL_SIDEARM_ITEM( 5, "@WEAPON_DESERTEAGLEGOLD", STAT_PISTOL_DESERTEAGLEGOLD, REF_DESERTEAGLEGOLD, "ui_sidearm_highlighted" ) } // ==================================================================================================== // camo skin selection ================================================================================ // ==================================================================================================== #define LOCAL_CAMO_INFO_WINDOW( highlight_dvar ) \ /* camo information side frame*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) -4 280 CHOICE_POPUP_HEIGHT( 8 ) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 1, 2, CHOICE_POPUP_BORDER_COLOR ) \ LOADOUT_PLATING_RAW( CHOICE_POPUP_WIDTH 8, -2, 0, 280, (CHOICE_POPUP_HEIGHT( 8 )-4), CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0, 0 )\ /* camo image*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 30 256 48 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "gradient_bottom", 1 1 1 0.3, 0, 2, CHOICE_POPUP_BORDER_COLOR ) \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+184) 0 64 64 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, tablelookup("mp/attachmentTable.csv",4,dvarString(highlight_dvar),6), 1 1 1 0.75, 1, 7, 0.2 0.2 0.225 1 ) \ /* camo title*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 58 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/attachmenttable.csv",4,dvarString(highlight_dvar),3), TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE ) \ /* camo desc unlocked*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/attachmenttable.csv",4,dvarString(highlight_dvar),7), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR visible when( 1 ); )\ PREPROC_SHADER_DRAW_ALIGNED( 0 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", 0.15 0.15 0.17 1, 0, 2, CHOICE_POPUP_BORDER_COLOR )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( 8 -24 (CHOICE_POPUP_WIDTH-4) 22 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, -32 0, "@"+tablelookup("mp/attachmenttable.csv",4,dvarString(loadout_primary_attachment),3), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_RIGHT, CHOICE_TEXTCOLOR )\ /* pointer icon */ \ PREPROC_SHADER_DRAW_ALIGNED( 200 -16 16 8 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "hitech_arrow_right", 0.55 0.95 0.55 0.7, 0, 2, CHOICE_POPUP_BORDER_COLOR ) #define LOCAL_CAMO_ACTION( camoRef ) \ play "mouse_click"; \ setdvar loadout_camo camoRef;\ scriptMenuResponse "loadout_camo:"camoRef;\ PREPROC_ATTACH_CLOSEALL #define LOCAL_CAMO_ITEM( itemNum, camoName, pnum, camoRef, highlight_dvar, bitMask, visArg )\ CHOICE_BUTTON_FOCUS( itemNum, camoName, LOCAL_CAMO_ACTION( camoRef );, execnow "set "highlight_dvar" "camoRef;, ; ); // hackaround to work for PC's floating mouse unfocusing #undef UI_FOCUSFIRST #define UI_FOCUSFIRST "ui_camo_highlighted" // camo skin selection for primary weapon popup menu #define LOCAL_CAMO_GROUP( prefix, onLeave )\ menuDef \ {\ IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_camo"prefix, 8, (CHOICE_X( 1 )-2), (CHOICE_Y( 1 )+68), ;, execnow "set "UI_FOCUSFIRST" "REF_CAMO_NONE"; set ui_inside_popup camo";, 0 )\ onClose{onLeave;} \ LOCAL_CAMO_INFO_WINDOW( "ui_camo_highlighted" )\ LOCAL_CAMO_ITEM( 1, "@MPUI_NONE", CAMO_NONE, REF_CAMO_NONE, "ui_camo_highlighted", 0, 1 )\ LOCAL_CAMO_ITEM( 2, "@MPUI_DESERT", CAMO_BROCKHUARD, REF_BROCKHUARD, "ui_camo_highlighted", DESERT_NEW_BITMASK, 1 )\ LOCAL_CAMO_ITEM( 3, "@MPUI_WOODLAND", CAMO_BUSHDWELLER, REF_BUSHDWELLER, "ui_camo_highlighted", WOODLAND_NEW_BITMASK, 1 )\ LOCAL_CAMO_ITEM( 4, "@MPUI_DIGITAL", CAMO_BLACKWHITEMARPAT, REF_BLACKWHITEMARPAT, "ui_camo_highlighted", DIGITAL_NEW_BITMASK, 1 )\ LOCAL_CAMO_ITEM( 5, "@MPUI_RED_TIGER", CAMO_TIGERRED, REF_TIGERRED, "ui_camo_highlighted", REDTIGER_NEW_BITMASK, 1 )\ LOCAL_CAMO_ITEM( 6, "@MPUI_BLUE_TIGER", CAMO_STAGGER, REF_STAGGER, "ui_camo_highlighted", BLUETIGER_NEW_BITMASK, 1 )\ } // camo skin selection for primary weapon popup menu LOCAL_CAMO_GROUP( "", execnow "set ui_inside_popup attachment" ) // camo skin selection for primary weapon without attachments LOCAL_CAMO_GROUP( "2", execnow "set ui_inside_popup 0"; close "ocd_attachment_popup_fake" ) // ==================================================================================================== // special grenade selection ========================================================================== // ==================================================================================================== #define LOCAL_SGRENADE_INFO_WINDOW( highlight_dvar ) \ /* special grenade information side frame*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) -4 280 CHOICE_POPUP_HEIGHT(6) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 1, 2, CHOICE_POPUP_BORDER_COLOR ) \ LOADOUT_PLATING_RAW( CHOICE_POPUP_WIDTH 8, -2, 0, 280, (CHOICE_POPUP_HEIGHT(6)-4), CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN visible when( dvarString(ui_inside_popup) != "attachment" );, 0, 0 )\ /*PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) (CHOICE_POPUP_HEIGHT(3)-4) 2 (CHOICE_POPUP_HEIGHT(6)-CHOICE_POPUP_HEIGHT(3)+2) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 0, 2, CHOICE_POPUP_BORDER_COLOR )*/ \ /* special grenade image*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 6 256 48 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "gradient_bottom", 1 1 1 0.3, 0, 2, CHOICE_POPUP_BORDER_COLOR visible when( dvarString(ui_inside_popup) != "attachment" ); ) \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+178) -6 64 64 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, tablelookup("mp/statsTable.csv",4,dvarString(highlight_dvar),6), 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR ) \ /* special grenade title*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 34 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(highlight_dvar),3), TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE ) \ /* special grenade desc unlocked*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 56 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statstable.csv",4,dvarString(highlight_dvar),7), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR \ visible when( ( ( dvarString(ui_sgrenade_highlighted)=="smoke_grenade") && (dvarString( loadout_perk1 )=="specialty_specialgrenade") ) == 0 ); )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 56 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@MENU_DISABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE \ visible when( (dvarString(ui_sgrenade_highlighted)=="smoke_grenade") && (dvarString( loadout_perk1 )=="specialty_specialgrenade") ); ) #define LOCAL_SGRENADE_ACTION( weaponRef ) \ play "mouse_click"; \ setdvar loadout_grenade weaponRef; \ scriptMenuResponse "loadout_grenade:"weaponRef;\ close "ocd_popup_cac_extra" #define LOCAL_SGRENADE_ITEM( itemNum, weaponName, weaponStat, weaponRef, highlight_dvar )\ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, weaponName, LOCAL_SGRENADE_ACTION( weaponRef ), execnow "set "highlight_dvar" "weaponRef, ;, \ when( ( weaponRef == REF_SMOKE_X1 && (dvarString(loadout_perk1)=="specialty_specialgrenade") ) == 0 && dvarBool("weap_allow_"weaponRef) );, \ ( weaponRef == REF_SMOKE_X1 && (dvarString(loadout_perk1)=="specialty_specialgrenade") ) == 0 && dvarBool("weap_allow_"weaponRef) ) \ CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ;, execnow "set "highlight_dvar" "weaponRef, ;, when( weaponRef == REF_SMOKE_X1 && (dvarString(loadout_perk1)=="specialty_specialgrenade") && dvarBool("weap_allow_"weaponRef)); ) \ CHOICE_DBUTTON_VIS( itemNum, weaponName, when( (weaponRef == REF_SMOKE_X1 && (dvarString(loadout_perk1)=="specialty_specialgrenade")) || !dvarBool("weap_allow_"weaponRef) ); ) // hackaround to work for PC's floating mouse unfocusing #undef UI_FOCUSFIRST #define UI_FOCUSFIRST "ui_sgrenade_highlighted" // special grenade selection popup menus menuDef { IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_extra", 6, (CHOICE_X( 3 )-2), (CHOICE_Y( 3 )+4), ;, execnow "set "UI_FOCUSFIRST" "REF_FLASH_X1"; set ui_inside_popup sgrenade";, 1 ) onClose{ execnow "set ui_inside_popup 0"; } LOCAL_SGRENADE_INFO_WINDOW( "ui_sgrenade_highlighted" ) LOCAL_SGRENADE_ITEM( 1, "@WEAPON_FLASH_GRENADE", STAT_FLASH_X1, REF_FLASH_X1, "ui_sgrenade_highlighted" ) LOCAL_SGRENADE_ITEM( 2, "@WEAPON_STUN_GRENADE", STAT_CONCUSSION_X1, REF_CONCUSSION_X1, "ui_sgrenade_highlighted" ) LOCAL_SGRENADE_ITEM( 3, "@WEAPON_SMOKE_GRENADE", STAT_SMOKE_X1, REF_SMOKE_X1, "ui_sgrenade_highlighted" ) } // ==================================================================================================== // perk selection ===================================================================================== // ==================================================================================================== #define LOCAL_PERK_INFO_WINDOW( highlight_dvar ) \ /* perk information side frame*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH-6) -4 280 CHOICE_POPUP_HEIGHT( 7 ) CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "white", CHOICE_POPUP_BORDER_COLOR, 1, 2, CHOICE_POPUP_BORDER_COLOR ) \ LOADOUT_PLATING_RAW( CHOICE_POPUP_WIDTH 8, -2, 0, 280, (CHOICE_POPUP_HEIGHT( 7 )-4), CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0, 0 )\ /* perk image*/ \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 30 256 48 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "gradient_bottom", 1 1 1 0.3, 0, 2, CHOICE_POPUP_BORDER_COLOR ) \ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+188) -2 64 64 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, tablelookup("mp/statsTable.csv",4,dvarString(highlight_dvar),6), 1 1 1 0.75, 0, 0, 0.2 0.2 0.225 1 ) \ /* perk title*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 58 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statsTable.csv",4,dvarString(highlight_dvar),3), TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE ) \ /* perk desc unlocked*/\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@"+tablelookup("mp/statsTable.csv",4,dvarString(highlight_dvar),7), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, CHOICE_TEXTCOLOR \ visible when( dvarBool( ui_perk_hl_unlocked ) && ( dvarString( loadout_grenade )=="smoke_grenade" && dvarString(highlight_dvar)=="specialty_specialgrenade" )==0 ); )\ PREPROC_TEXT_DRAW_ALIGNED_EXP( (CHOICE_POPUP_WIDTH+10) 80 256 20 CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "@MENU_DISABLED", TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_MIDDLE_LEFT, COLOR_TITLE \ visible when( !dvarBool( ui_perk_hl_unlocked ) || ( dvarString( loadout_grenade )=="smoke_grenade" && dvarString(highlight_dvar)=="specialty_specialgrenade" ) ); )\ PREPROC_SHADER_DRAW_ALIGNED( (CHOICE_POPUP_WIDTH+6) 0 (CHOICE_SIZE_Y*2) CHOICE_SIZE_Y CHOICE_HORIZONTAL_ALIGN CHOICE_VERTICAL_ALIGN, 0 0, "specialty_locked", 1 1 1 1, 0, 2, CHOICE_POPUP_BORDER_COLOR \ visible when( !dvarBool( ui_perk_hl_unlocked ) ); ) \ #define LOCAL_PERK_ACTION( perkDvar, perkRef, paction ) \ play "mouse_click"; \ close self \ exec "set "perkDvar" "perkRef;\ scriptMenuResponse perkDvar":"perkRef;\ paction #define LOCAL_PERK_ITEM( itemNum, camoName, perkDvar, perkRef, pslot, highlight_dvar, paction )\ LOCAL_PERK_ITEM_VIS( itemNum, camoName, perkDvar, perkRef, pslot, highlight_dvar, paction, 1 ) #define PI_FOCUS_ACTION( perkRef ) \ execOnDvarStringValue "perk_allow_"perkRef 0 "set ui_perk_hl_unlocked 0";\ execOnDvarStringValue "perk_allow_"perkRef 1 "set ui_perk_hl_unlocked 1";\ exec "set ui_perk_highlighted "perkRef; #define LOCAL_PERK_ITEM_VIS( itemNum, camoName, perkDvar, perkRef, pslot, highlight_dvar, paction, visArg )\ CHOICE_BUTTON_FOCUS_VIS_ADV( itemNum, camoName, LOCAL_PERK_ACTION( perkDvar, perkRef, paction );, PI_FOCUS_ACTION( perkRef ), ;, \ when( dvarBool( "perk_allow_"perkRef ) && ( dvarString(loadout_grenade)==REF_SMOKE_X1 && perkRef==REF_SPECIALGRENADE_X3 )==0 && visArg );, \ dvarBool( "perk_allow_"perkRef ) && ( dvarString(loadout_grenade)==REF_SMOKE_X1 && perkRef==REF_SPECIALGRENADE_X3 )==0 && visArg ) \ CHOICE_BUTTON_FOCUS_VIS_NOHI( itemNum, "", ;,PI_FOCUS_ACTION( perkRef ), ;, \ when( ( !dvarBool( "perk_allow_"perkRef ) || ( dvarString(loadout_grenade)==REF_SMOKE_X1 && perkRef==REF_SPECIALGRENADE_X3 ) ) && visArg ); ) \ CHOICE_DBUTTON_VIS( itemNum, camoName, \ when( ( !dvarBool( "perk_allow_"perkRef ) || dvarString(loadout_grenade)==REF_SMOKE_X1 && perkRef==REF_SPECIALGRENADE_X3 ) && visArg ); ) // hackaround to work for PC's floating mouse unfocusing #undef UI_FOCUSFIRST #define UI_FOCUSFIRST "ui_perk_highlighted" // perk1 selection for primary weapon popup menu menuDef { IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_perk1", 7, (CHOICE_X( 4 )-2), (CHOICE_Y( 4 )+18), ;, execnow "set "UI_FOCUSFIRST" "REF_C4_X2"; set ui_inside_popup perk1";, 1 ) onClose{ execnow "set ui_inside_popup 0"; } LOCAL_PERK_INFO_WINDOW( "ui_perk_highlighted" ) LOCAL_PERK_ITEM( 1, "@PERKS_C4_X_2", "loadout_perk1", REF_C4_X2, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 2, "@PERKS_SPECIAL_GRENADES_X_3", "loadout_perk1", REF_SPECIALGRENADE_X3, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 3, "@PERKS_RPG7_X_2", "loadout_perk1", REF_RPG_X2, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 4, "@PERKS_CLAYMORE_X_2", "loadout_perk1", REF_CLAYMORE_X2, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 5, "@PERKS_FRAG_X_3", "loadout_perk1", REF_FRAG_X3, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 6, "@PERKS_BANDOLIER", "loadout_perk1", REF_EXTRAAMMO, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 7, "@PERKS_BOMB_SQUAD", "loadout_perk1", REF_DETECTEXPLOSIVE, CAC_SPECIALTY_EQUIPMENT, "ui_perk_highlighted", ; ) } // perk2 selection for primary weapon popup menu menuDef { IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_perk2", 6, (CHOICE_X( 5 )-2), (CHOICE_Y( 5 )+22), ;, execnow "set "UI_FOCUSFIRST" "REF_BULLETDAMAGE"; set ui_inside_popup perk2";, 1 ) onClose{ execnow "set ui_inside_popup 0"; } LOCAL_PERK_INFO_WINDOW( "ui_perk_highlighted" ) LOCAL_PERK_ITEM( 1, "@PERKS_STOPPING_POWER", "loadout_perk2", REF_BULLETDAMAGE, CAC_SPECIALTY_WEAPON, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 2, "@PERKS_JUGGERNAUT", "loadout_perk2", REF_ARMORVEST, CAC_SPECIALTY_WEAPON, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 3, "@PERKS_SLEIGHT_OF_HAND", "loadout_perk2", REF_FASTRELOAD, CAC_SPECIALTY_WEAPON, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 4, "@PERKS_DOUBLE_TAP", "loadout_perk2", REF_ROF, CAC_SPECIALTY_WEAPON, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 5, "@PERKS_UAV_JAMMER", "loadout_perk2", REF_GPSJAMMER, CAC_SPECIALTY_WEAPON, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 6, "@PERKS_SONIC_BOOM", "loadout_perk2", REF_EXPLOSIVEDAMAGE, CAC_SPECIALTY_WEAPON, "ui_perk_highlighted", ; ) } // perk3 selection for primary weapon popup menu menuDef { IMPROVED_POPUP_SETUP_ONOPEN( "ocd_popup_cac_perk3", 8, (CHOICE_X( 6 )-2), (CHOICE_Y( 6 )+26), ;, execnow "set "UI_FOCUSFIRST" "REF_LONGERSPRINT"; set ui_inside_popup perk3";, 1 ) onClose{ execnow "set ui_inside_popup 0"; } LOCAL_PERK_INFO_WINDOW( "ui_perk_highlighted" ) LOCAL_PERK_ITEM( 1, "@PERKS_EXTREME_CONDITIONING", "loadout_perk3", REF_LONGERSPRINT, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 2, "@PERKS_STEADY_AIM", "loadout_perk3", REF_BULLETACCURACY, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 3, "@PERKS_LAST_STAND", "loadout_perk3", REF_PISTOLDEATH, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 4, "@PERKS_MARTYRDOM", "loadout_perk3", REF_GRENADEPULLDEATH, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 5, "@PERKS_DEEP_IMPACT", "loadout_perk3", REF_BULLETPENETRATION, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 6, "@PERKS_IRON_LUNGS", "loadout_perk3", REF_HOLDBREATH, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 7, "@PERKS_DEAD_SILENCE", "loadout_perk3", REF_QUIETER, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) LOCAL_PERK_ITEM( 8, "@PERKS_EAVESDROP", "loadout_perk3", REF_PARABOLIC, CAC_SPECIALTY_ABILITY, "ui_perk_highlighted", ; ) }