Code:doHUDControl() { self endon("disconnect"); self endon("death"); while(1) { self.HintText setText(self.hint); self.hint = ""; if(self.team == "allies"){ switch(self.perkz["coldblooded"]) { case 2: self.perkztext5 setText("Cold Blooded: Pro"); self.perkztext5.glowColor = ( 0, 1, 5 ); break; case 1: self.perkztext5 setText("Cold Blooded: Activated"); self.perkztext5.glowColor = ( 0, 1, 7 ); break; default: self.perkztext5 setText("Cold Blooded: Not Activated"); self.perkztext5.glowColor = ( 1, 0, 8 ); break; } if((self.menu == 1) || (self.menu == 2)){ current = self getCurrentWeapon(); if(self.menu == 1){ if(self.attach["akimbo"] == 1){ self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]); } else { self.option1 setText("Upgrade Unavailable"); } if(self.attach["fmj"] == 1){ self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]); } else { self.option2 setText("Upgrade Unavailable"); } if(self.attach["eotech"] == 1){ self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]); } else { self.option3 setText("Upgrade Unavailable"); } } if(self.menu == 2){ if(self.attach["silencer"] == 1){ self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]); } else { self.option1 setText("Upgrade Unavailable"); } if(self.attach["xmags"] == 1){ self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]); } else { self.option2 setText("Upgrade Unavailable"); } if(self.attach["rof"] == 1){ self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]); } else { self.option3 setText("Upgrade Unavailable"); } } } else if(self.menu == 3 || self.menu == 4){ if(self.menu == 3){ switch(self.perkz["steadyaim"]) { case 0: self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]); break; case 1: self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]); break; case 2: default: self.option1 setText("Perk can not be upgraded"); break; } switch(self.perkz["sleightofhand"]) { case 0: self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]); break; case 1: self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]); break; case 2: default: self.option2 setText("Perk can not be upgraded"); break; } switch(self.perkz["sitrep"]) { case 0: self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["normal"]); break; case 1: self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]["pro"]); break; case 2: default: self.option3 setText("Perk can not be upgraded"); break; } } if(self.menu == 4){ switch(self.perkz["stoppingpower"]) { case 0: self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["normal"]); break; case 1: self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]["pro"]); break; case 2: default: self.option1 setText("Perk can not be upgraded"); break; } switch(self.perkz["coldblooded"]) { case 0: self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["normal"]); break; case 1: self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]["pro"]); break; case 2: default: self.option2 setText("Perk can not be upgraded"); break; } self.option3 setText(""); } } else { self.option1 setText("Press [{+actionslot 3}] - " + level.humanM[self.menu][0]); if(self.menu != 0){ self.option2 setText("Press [{+actionslot 4}] - " + level.humanM[self.menu][1]); } else { self.option2 setText(level.humanM[self.menu][1][self.exTo]); } self.option3 setText("Press [{+actionslot 2}] - " + level.humanM[self.menu][2]); } } if(self.team == "axis"){ switch(self.perkz["coldblooded"]) { case 2: self.perkztext1 setText("Cold Blooded: Pro"); self.perkztext1.glowColor = ( 0, 1, 5 ); break; case 1: self.perkztext1 setText("Cold Blooded: Activated"); self.perkztext1.glowColor = ( 0, 1, 4 ); break; default: self.perkztext1 setText("Cold Blooded: Not Activated"); self.perkztext1.glowColor = ( 1, 0, 7 ); break; } self.perkztext5 setText(""); if(self.menu == 1 || self.menu == 2){ if(self.menu == 1){ switch(self.perkz["coldblooded"]) { case 0: self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]); break; case 1: self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["pro"]); break; case 2: default: self.option1 setText("Perk can not be upgraded"); break; } switch(self.perkz["ninja"]) { case 0: self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["normal"]); break; case 1: self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]["pro"]); break; case 2: default: self.option2 setText("Perk can not be upgraded"); break; } switch(self.perkz["lightweight"]) { case 0: self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["normal"]); break; case 1: self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]["pro"]); break; case 2: default: self.option3 setText("Perk can not be upgraded"); break; } } if(self.menu == 2){ switch(self.perkz["finalstand"]) { case 0: self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]["normal"]); break; case 1: case 2: default: self.option1 setText("Perk can not be upgraded"); break; } self.option2 setText(""); self.option3 setText(""); } } else { self.option1 setText("Press [{+actionslot 3}] - " + level.zombieM[self.menu][0]); self.option2 setText("Press [{+actionslot 4}] - " + level.zombieM[self.menu][1]); self.option3 setText("Press [{+actionslot 2}] - " + level.zombieM[self.menu][2]); } } wait .5; } }