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WolfHUDTweakData.lua
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WolfHUDTweakData.lua
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WolfHUDTweakData = WolfHUDTweakData or class()
function WolfHUDTweakData:init()
----------------------------------------------------------------------------------------------------------------------
-- WolfHUD Tweak Data --
----------------------------------------------------------------------------------------------------------------------
-- This file enables access to advanced settings, or those I cannot really implement into ingame menus easily. --
-- If you want to save those changes, please copy this file to "Payday 2/mods/saves" and edit that copy instead. --
-- You will need to take care of that version beeing up to date on your own. --
-- It will not get changed on updates automatically. --
-- If you encounter problems, make sure the contents of this file matches the contents of your customized version. --
----------------------------------------------------------------------------------------------------------------------
-- Currency used ingame
self.CASH_SIGN = "$" -- Dollar
--self.CASH_SIGN = "\194\128" -- EUR
-- Maximum amount of Plans, that can be saved per level/map.
self.MAX_PRE_PLANS = 10
-- Maximum Length of custom weapon names.
self.MAX_WEAPON_NAME_LENGTH = 30
-- Maximum Length of custom Skill set names.
self.MAX_SKILLSET_NAME_LENGTH = 25
-- Maximum Length of Profile names.
self.MAX_PROFILE_NAME_LENGTH = 20
-- Time within 2 presses of the nade button, to throw a nade in stealth.
self.STEALTH_NADE_TIMEOUT = 0.25
-- Time within 2 presses of the interact button, to deploy a shaped charge in stealth.
self.STEALTH_SHAPED_CHARGE_TIMEOUT = 0.25
-- Time within 2 presses of the interact button, to close a door using a keycard. (hoxton breakout day 2)
self.KEYCARD_DOORS_TIMEOUT = 0.25
-- Time between 2 automatical pickups, when the interaction button remains pressed.
self.AUTO_PICKUP_DELAY = 0.2
-- Component Layouts for Lobby and briefing loadout panels.
-- The total width and height of those panels are fixed, so adding too many components into a row or column will make them incredibly small.
-- Available components:
--[[
name -> The name (+ rank in lobby)
level -> The level + infamy
ping -> The latency
playtime -> The Steam playtime (in hours)
character -> The used character
skills -> The equipped skill build
perk -> The equipped perkdeck
primary -> The primary weapon + used mods
secondary -> The secondary weapon + used mods
melee_weapon -> The equipped melee weapon
grenade -> The eqipped throwable
mask -> The mask worn
armor -> The armor worn
deployable -> The equipped deployable
secondary_deployable -> The eqipped secondary deployable (in case of Jack of all trades)
--]]
self.STD_LOBBY_LOADOUT_LAYOUT = {
{ "playtime", "ping" },
{ "name" },
{ "character" },
{ "skills" },
{ "perk" },
{ "primary" },
{ "secondary" },
{ "melee_weapon" },
{ "grenade", "armor" },
{ "deployable", "secondary_deployable" }
}
self.CS_LOBBY_LOADOUT_LAYOUT = {
{ "playtime", "ping" },
{ "name" },
{ "skills" },
{ "perk" },
{ "primary", "secondary" },
{ "grenade", "armor" },
{ "deployable", "secondary_deployable" }
}
self.BRIEFING_LOADOUT_LAYOUT = {
{ "perk" },
{ "skills" },
{ "primary" },
{ "secondary" },
{ "melee_weapon", "grenade" },
{ "armor", "mask" },
{ "deployable", "secondary_deployable" }
}
self.TAB_LOADOUT_LAYOUT = {
{ "name", "ping" },
{ "skills", "perk" },
}
-- Color table
-- Add or remove any color you want
-- 'color' needs to be that colors hexadecimal code
-- 'name' will be the name it appears in the selection menus
self.color_table = {
{ color = 'FFFFFF', name = "white" },
{ color = 'F2F250', name = "light_yellow" },
{ color = 'F2C24E', name = "light_orange" },
{ color = 'E55858', name = "light_red" },
{ color = 'CC55CC', name = "light_purple" },
{ color = '00FF00', name = "light_green" },
{ color = '00FFFF', name = "light_blue" },
{ color = 'BABABA', name = "light_gray" },
{ color = 'FFFF00', name = "yellow" },
{ color = 'FFA500', name = "orange" },
{ color = 'FF0000', name = "red" },
{ color = '800080', name = "purple" },
{ color = '008000', name = "green" },
{ color = '0000FF', name = "blue" },
{ color = '808080', name = "gray" },
{ color = '000000', name = "black" },
{ color = nil, name = "rainbow" },
}
self:post_init()
end
----------------------------------------- DONT EDIT BELOW THIS LINE!!! ----------------------------------------- DONT EDIT BELOW THIS LINE!!! ----------------------------------------- DONT EDIT BELOW THIS LINE!!! -----------------------------------------
function WolfHUDTweakData:post_init()
for _, data in ipairs(self.color_table) do
if data.name == "rainbow" then
data.color_func = function(frequency)
local r = Application:time() * 360 * (frequency or 1)
local r, g, b = (1 + math.sin(r + 0)) / 2, (1 + math.sin(r + 120)) / 2, (1 + math.sin(r + 240)) / 2
return Color(r, g, b)
end
end
end
end