./game_ui_globals.lua

  1. -- Constants 
  2. INVALID_THREAD_HANDLE = -1 
  3.  
  4. INVALID_WEAPON_UNIQUE_ID = -1 
  5. INVALID_WEAPON_INVENTORY_SLOT = 0		-- This is 0 because we're starting from 1 for Lua 
  6.  
  7. INVALID_NANO_INVENTORY_SLOT = 0			-- This is 0 because we're starting from 1 for Lua 
  8.  
  9. INVALID_VDO_HANDLE	= -1 
  10.  
  11. TYPE_BUTTON 			= 0 
  12. TYPE_TOGGLE 			= 1 
  13. TYPE_SLIDER 			= 2 
  14. TYPE_ROW					= 3	 
  15. TYPE_REMAP				= 4 --PC-only shortcut remapping 
  16. TYPE_TOGGLE_COLOR		= 5 --Color 
  17. TYPE_HEADER 			= 6 
  18. TYPE_LINE_BREAK 		= 7 
  19. TYPE_PIP 				= 8 
  20.  
  21. SCALE_STD_RES = 0.67 
  22.  
  23. ALIGN_DEFAULT 	= 0 
  24. ALIGN_LEFT 		= 1 
  25. ALIGN_CENTER 	= 2 
  26. ALIGN_RIGHT 	= 3 
  27.  
  28. ANIMATED_BITMAP_PLAYBACK_TYPE_LOOPING = 0 
  29. ANIMATED_BITMAP_PLAYBACK_TYPE_PING_PONG = 1 
  30. ANIMATED_BITMAP_PLAYBACK_TYPE_PLAY_ONCE = 2 
  31. ANIMATED_BITMAP_PLAYBACK_TYPE_PLAY_RANDOM = 3 
  32.  
  33. LIST_BUTTON_SPACE 		= 3 
  34. LIST_BUTTON_SPACING 		= 46 
  35. LIST_BUTTON_HEIGHT 		= 40 
  36. LIST_HIGHLIGHT_HEIGHT 	= 10 
  37. LIST_BUTTON_TEXT_X 		= 48 
  38. LIST_TOGGLE_OFFSET 		= 0.75 
  39. LIST_SLIDER_OFFSET 		= 0.25 
  40. LIST_FONT_SCALE			= 0.8 
  41.  
  42. SCROLLBAR_WIDTH = 10 
  43.  
  44. DEG_TO_RAD = 0.01745329252		-- PI/180 
  45.  
  46. --setup global colors 
  47.  
  48. --Pause Menu Colors 
  49. COLOR_PM_BAR = {R = 208/255, G = 74/255; B = 146/255} 
  50.  
  51. COLOR_SAINTS_PURPLE = {R=255/255, G=147/255, B=42/255} 
  52.  
  53. COLOR_LIST_LOST_FOCUS = {R=100/255, G=100/255, B=100/255} 
  54.  
  55. COLOR_STORE_WEAPON_PRIMARY = {R=255/255, G=147/255, B=42/255} 
  56. COLOR_STORE_WEAPON_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  57. COLOR_STORE_WEAPON_TERTIARY = {R=97/255, G=100/255, B=102/255} 
  58.  
  59. COLOR_STORE_VEHICLE_PRIMARY = {R=204/255, G=204/255, B=204/255} 
  60. COLOR_STORE_VEHICLE_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  61. COLOR_STORE_VEHICLE_TERTIARY = {R=97/255, G=100/255, B=102/255} 
  62.  
  63. COLOR_PLAYER_CREATION_PRIMARY = {R=177/255, G=118/255, B=10/255} 
  64. COLOR_PLAYER_CREATION_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  65. COLOR_PLAYER_CREATION_TERTIARY = {R=97/255, G=100/255, B=102/255} 
  66.  
  67. COLOR_STORE_CHARACTER_PRIMARY = {R=72/255, G=165/255, B=206/255} 
  68. COLOR_STORE_CHARACTER_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  69. COLOR_STORE_CHARACTER_TERTIARY = {R=97/255, G=100/255, B=102/255} 
  70.  
  71. COLOR_CELL_MENU_HIGHLIGHT_TEXT = {R=220/255,G=220/255,B=220/255} 
  72. COLOR_CELL_MENU_HIGHLIGHT_BTN = {R=146/255, G=143/255, B=225/255} 
  73.  
  74. COLOR_CELL_MENU_UNHIGHLIGHT_TEXT = {R=120/255,G=120/255,B=120/255} 
  75. COLOR_CELL_MENU_UNHIGHLIGHT_BTN = {R=54/255, G=52/255, B=123/255} 
  76. COLOR_CELL_MENU_UNHIGHLIGHT_BTN_SHADOW = {R=31/255, G=32/255, B=71/255} 
  77.  
  78. COLOR_CELL_CACHE_METER_ID_CASH = {R=0, G=0, B=0} 
  79. COLOR_CELL_CACHE_METER_ID_ELSE = {R=219, G=219, B=219} 
  80. COLOR_CELL_CACHE_METER_FILL = {R=220/255, G=220/255, B=220/255} 
  81.  
  82. COLOR_CHEATS_PRIMARY = {R=255/255, G=147/255, B=42/255} 
  83. COLOR_CHEATS_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  84.  
  85. COLOR_STORE_REWARDS_PRIMARY = {R=255/255, G=147/255, B=42/255} 
  86. COLOR_STORE_REWARDS_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  87. COLOR_STORE_REWARDS_TERTIARY = {R=90/255, G=90/255, B=90/255} 
  88. COLOR_STORE_REWARDS_UNHIGHLIGHTED = {R=120/255, G=120/255, B=120/255} 
  89.  
  90. COLOR_STORE_CLOTHING_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  91. COLOR_STORE_CLOTHING_TERTIARY = {R=97/255, G=100/255, B=102/255} 
  92.  
  93. COLOR_STORE_LETS_PRETEND_PRIMARY = {R=64/255, G=184/255, B=33/255} 
  94. COLOR_STORE_LETS_PRETEND_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  95. COLOR_STORE_LETS_PRETEND_TERTIARY = {R=97/255, G=100/255, B=102/255} 
  96. COLOR_STORE_LETS_PRETEND_PINK = {R=208/255, G=74/255, B=146/255} 
  97.  
  98. COLOR_STORE_LACE_PRIMARY = {R=208/255, G=75/255, B=146/255} 
  99.  
  100. COLOR_STORE_NOBODY_PRIMARY = {R=22/255, G=136/255, B=198/255} 
  101.  
  102. COLOR_STORE_PLANET_PRIMARY = {R=227/255, G=38/255, B=0/255} 
  103.  
  104. COLOR_STORE_IMPRESSIONS_PRIMARY = {R=153/255, G=128/255, B=77/255} 
  105.  
  106. COLOR_STORE_CRIB_PRIMARY = {R=119/255, G=172/255, B=224/255} 
  107. COLOR_STORE_CRIB_SECONDARY = {R=170/255, G=170/255, B=170/255} 
  108. COLOR_STORE_CRIB_TERTIARY = {R=90/255, G=90/255, B=90/255} 
  109. COLOR_STORE_CRIB_UNHIGHLIGHTED = {R=120/255, G=120/255, B=120/255} 
  110.  
  111. COLOR_BG_DIGITS_PAUSE = {R=0/255, G=45/255, B=91/255} 
  112. COLOR_BG_DIGITS_VIDEO = {R=0/255, G=73/255, B=148/255} 
  113. COLOR_BG_DIGITS_FAIL = {R=45/255, G=45/255, B=45/255} 
  114.  
  115. COLOR_CAT_MOUSE_TITLE_LOSE = {R=170/255, G=0/255, B=1/255} 
  116. COLOR_CAT_MOUSE_TITLE_TIE = {R=159/255, G=162/255, B=164} 
  117.  
  118. COLOR_RESPECT_METER = {R=148/255, g=0/255, B=197/255} 
  119. COLOR_RESPECT_METER_HIGHLIGHT = {R=165/255, g=0/255, B=219/255} 
  120.  
  121. COLOR_TARGET_KILL = {R=204/255, G=34/255, B=0} 
  122. COLOR_TARGET_DEFEND = {R=101/255, G=178/255, B=76/255} 
  123. COLOR_TARGET_USE = {R=246/255, G=187/255, B=79/255} 
  124. COLOR_TARGET_REVIVE = {R=148/255, G=0/255, B=197/255} 
  125. COLOR_TARGET_LOCATION = {R=25/255, G=157/255, B=229/255} 
  126. COLOR_TARGET_COOP = {R=148/255, g=0/255, B=197/255} 
  127. COLOR_TARGET_HITMAN = {R=220/255, G=220/255, B=220/255} 
  128. COLOR_TARGET_CHOPSHOP = {R=255/255, G=255/255, B=255/255} 
  129. COLOR_TARGET_SYNDICATE = {R=208/255, G=74/255, B=146/255} 
  130. COLOR_TARGET_SAINTS = {R=148/255, G=0/255, B=197/255} 
  131. COLOR_TARGET_GRENADE = {R=220/255, G=220/255, B=220/255} 
  132. COLOR_TARGET_GT_HUMAN = {R=0, G=200/255, B=0} 
  133. COLOR_TARGET_GT_MOVER = {R=200/255, G=50, B=100/255} 
  134. COLOR_TARGET_GT_VEHICLE = {R=50, G=100, B=255/255} 
  135. COLOR_TARGET_CID = {R=220/255, G=146/255, B=0} 
  136.  
  137. COLOR_POWER_TELE = {R = 162/255, G = 221/255, B = 63/255} 
  138. COLOR_POWER_POUND = {R = 238/255, G = 105/255, B = 10/255} 
  139. COLOR_POWER_BUFF = {R = 238/255, G = 174/255, B = 48/255} 
  140. COLOR_POWER_BLAST = {R = 177/255, G = 40/255, B = 223/255} 
  141.  
  142. COLOR_POWER_MOVE = {R = 53/255, G = 133/255, B = 241/255} 
  143.  
  144. COLOR_CMP_FAIL = {R=190/255, G=32/255, B=0/255} 
  145. COLOR_CMP_BG_MISSION = {R=220/255, G=115/255, B=29/255} 
  146. COLOR_CMP_BG_MISSION_SWISH = { R=255/255, G=147/255, B=42/255} 
  147. COLOR_CMP_BG_ACTIVITY = {R=74/255, G=12/255, B=12/255} 
  148. COLOR_CMP_BG_ACTIVITY_SWISH = {R=155/255, G=24/255, B=24/255} 
  149.  
  150. COLOR_COL_CELL_ROTATE = {R=30/255, G=130/255, B=230/255} 
  151.  
  152. COLOR_CREDITS_TEXT_RED = {R=220/255, G=37/255, B=0/255} 
  153. COLOR_CREDITS_TEXT_GOLD = {R=209/255, G=196/255, B=129/255} 
  154.  
  155. COLOR_FIGHTCLUB_BOSS_BG = {R=180/255, G=64/255, B=33/255} 
  156.  
  157. COLOR_HUD_RADIO_NAME = {R=255/255, G=255/255, B=255/255} 
  158. COLOR_HUD_RADIO_ICON = {R=148/255, G=0/255, B=197/255} 
  159. COLOR_HUD_WEAPON_RECHARGE_TEXT = {R=220/255, G=37/255, B=0/255} 
  160. COLOR_HUD_WEAPON_DESCRIPT_TEXT = {R=220/255, G=220/255, B=220/255} 
  161.  
  162. COLOR_HUD_COLLECTION_DEFAULT = {R=225/255, G=147/255, B=0/255} 
  163. COLOR_HUD_COLLECTION_BRONZE_BG = {R=151/255, G=107/255, B=59/255} 
  164. COLOR_HUD_COLLECTION_BRONZE_TEXT = {R=200/255, G=100/255, B=61/255} 
  165. COLOR_HUD_COLLECTION_SILVER_BG = {R=67/255, G=61/255, B=104/255} 
  166. COLOR_HUD_COLLECTION_SILVER_TEXT = {R=106/255, G=106/255, B=124/255} 
  167. COLOR_HUD_COLLECTION_GOLD_BG = {R=150/255, G=118/255, B=34/255} --TEXT was set to be the same 
  168.  
  169. COLOR_HUD_NOTO_FULL_SECTION = {R=220/255, G=0, B=0} 
  170. COLOR_HUB_NOTO_RISING_SECTION = {R=100/255, G=0, B=0} 
  171.  
  172. TWEEN_STATE_IDLE	= 0 
  173. TWEEN_STATE_RUNNING	= 1 
  174. TWEEN_STATE_PAUSED	= 2 
  175. TWEEN_STATE_DISABLED	= 3 
  176. TWEEN_STATE_FINISHED	= 4 
  177.  
  178. HUD_DISPOSITION_FRIENDLY	= 0 
  179. HUD_DISPOSITION_ENEMY		= 1 
  180. HUD_DISPOSITION_NEUTRAL		= 2 
  181.  
  182. HUMAN_TEAM_NONE = -1 
  183. HUMAN_TEAM_GUERILLA = 0 
  184. HUMAN_TEAM_EDF = 1 
  185. HUMAN_TEAM_CIVILIAN = 2 
  186. HUMAN_TEAM_MP_NEUTRAL = 2 
  187. HUMAN_TEAM_MARAUDER = 3 
  188. HUMAN_TEAM_MP_SPECTATOR = 3 
  189.  
  190. COLOR_CONTROL = {R=0.58,G=0.05,B=0} 
  191. COLOR_MORALE = {R=0.943,G=0.78,B=0.20} 
  192.  
  193. COLOR_PING_RED		= {R=171/255, G=47/255, B=15/255}	 
  194. COLOR_PING_YELLOW	= {R=218/255, G=199/255, B=17/255} 
  195. COLOR_PING_GREEN	= {R=113/255, G=175/255, B=21/255} 
  196. COLOR_PING_GREY		= {R=190/255, G=190/255, B=190/255} 
  197.  
  198. --HVS_JPM[KING] 12/11/2014: added a couple new values for the Invite friends screen 
  199. -- ONLINE_SELECTED and UNSELECTED need to be changed to reflect SR4 color scheme 
  200. COLOR_ONLINE_UNSELECTED		= {R=234/255, G=141/255, B=78/255} 
  201. COLOR_ONLINE_SELECTED		= {R=124/255, G=69/255, B=28/255} 
  202. COLOR_JOINABLE_UNSELECTED	= {R=255/255, G=255/255, B=255/255} 
  203. COLOR_JOINABLE_SELECTED		= {R=0/255, G=0/255, B=0/255} 
  204.  
  205. INVENTORY_DPAD_THRESHOLD = .25	--The dpad is analog on PS3 so we can set the threshold with this. 
  206.  
  207. -- Sound IDS. Use these with "play_ui_sound" gameside Lua function to play any sounds. 
  208. -- If you want to add to these, you need to update the UIS_ enums in gameaudio.cpp, as well as the gameside 
  209. -- functions that map the UIS_ enum values to sound IDs and the code that loads these IDs, as well as possibly 
  210. -- the table file that the event names are loaded from (game_audio.xtbl) and the global cue IDs list. 
  211. SOUND_SLIDER_ADD = "" 
  212. SOUND_SLIDER_SUBTRACT = "" 
  213. SOUND_INPUT_CONFIRM = "INT_SELECT" 
  214. SOUND_INPUT_A = SOUND_INPUT_CONFIRM -- Confirm 
  215. SOUND_INPUT_CANCEL = "INT_BACK" 
  216. SOUND_INPUT_B = SOUND_INPUT_CANCEL -- Cancel/Back 
  217. SOUND_INPUT_MISC = "" 
  218. SOUND_INPUT_X = SOUND_INPUT_MISC 
  219. SOUND_INPUT_OTHER = "" 
  220. SOUND_INPUT_Y = SOUND_INPUT_OTHER 
  221. SOUND_SCROLL_UP = "INT_TOGGLE_UD" -- Dpad stuff 
  222. SOUND_SCROLL_DOWN = "INT_TOGGLE_UD" -- Dpad stuff 
  223. SOUND_SCROLL_LEFT = "INT_TOGGLE_UD" -- Dpad stuff 
  224. SOUND_SCROLL_RIGHT = "INT_TOGGLE_UD" -- Dpad stuff 
  225. SOUND_BUMPER_RIGHT = "INT_TRIGGER" -- Use these 
  226. SOUND_BUMPER_LEFT = "INT_TRIGGER" -- Use these 
  227. SOUND_TRIGGER_RIGHT = "INT_TRIGGER" -- Use these 
  228. SOUND_TRIGGER_LEFT = "INT_TRIGGER" -- Use these 
  229. SOUND_INPUT_INVALID = "INT_ERROR" -- Option does not exist 
  230. SOUND_LEFT_STICK_PRESS = "" 
  231. SOUND_RIGHT_STICK_PRESS = "" 
  232. SOUND_DPAD_UP = "INT_TOGGLE_UD" 
  233. SOUND_DPAD_DOWN = "INT_TOGGLE_UD" 
  234. SOUND_DPAD_RIGHT = "INT_TOGGLE_UD" 
  235. SOUND_DPAD_LEFT = "INT_TOGGLE_UD" 
  236.  
  237. SOUND_AMBIENT_ADJUST = "" 
  238. SOUND_MUSIC_VOLUME_ADJUST = "" 
  239. SOUND_SFX_VOLUME_ADJUST = "" 
  240. SOUND_VOICE_VOLUME_ADJUST = "" 
  241. SOUND_OVERALL_VOLUME_ADJUST = "" 
  242.  
  243. SOUND_WEAPON_RADIAL_OPEN = 26 -- Open weapons 
  244. SOUND_WEAPON_RADIAL_CLOSE = 27 -- Close weapons 
  245. SOUND_WEAPON_RADIAL_HIGHLIGHT_NEW_WEAPON = 28 -- Move the cursor on the weapon 
  246. SOUND_WEAPON_RADIAL_SELECT_WEAPON = 29 -- Pick weapon on radial 
  247. SOUND_NANOFORGE_RADIAL_OPEN = 30 -- Open nano 
  248. SOUND_NANOFORGE_RADIAL_CLOSE = 31 -- Close nano 
  249. SOUND_NANOFORGE_RADIAL_HIGHLIGHT_NEW_ABILITY = 32 -- Move cursor on nano 
  250.  
  251. SOUND_WEAPON_UPGRADE_SCROLL_UP = 33 
  252. SOUND_WEAPON_UPGRADE_SCROLL_DOWN = 34 
  253. SOUND_WEAPON_UPGRADE_SELECT_UPGRADE = 35 
  254. SOUND_WEAPON_UPGRADE_HIGHLIGHT_NEW_UPGRADE = 36 
  255. SOUND_WEAPON_UPGRADE_PURCHASE_STANDARD_UPGRADE = 37 
  256. SOUND_WEAPON_UPGRADE_PURCHASE_SUPER_UPGRADE = 38 
  257. SOUND_WEAPON_UPGRADE_SCREEN_OPEN = 39 
  258. SOUND_WEAPON_UPGRADE_SCREEN_CLOSE = 40 
  259.  
  260. SOUND_PAUSE_MENU_OPEN = 43 
  261. -- next unused number: 44 
  262.  
  263. -- Global Return Screen Values 
  264. Global_last_tier = 1 
  265. Global_last_option = 1 
  266.  
  267. Global_last_pause_tier = 1 
  268. Global_last_pause_option = 1 
  269.  
  270. Global_last_lobby_tier = 1 
  271. Global_last_lobby_option = 1 
  272. Global_matchmaking_level_id = 0 
  273. Global_matchmaking_difficulty_id = -1 
  274.  
  275. --SUPERPOWERS 
  276.  
  277. POWERS_ELEMENTS_ENUMS = { 
  278. 	[-1] = {bitmap = "", large_bitmap = "", label = ""},																					--NONE,  
  279. 	[0] = {bitmap = "ui_element_sm_imp", large_bitmap = "ui_element_imp", label = "UNL_ELE_TK_FORCE", short_label = "ELE_SUMMON_IMP"},					--PLAYER_SUPERPOWER_SUMMON_IMP,  
  280. 	[1] = {bitmap = "ui_element_sm_tower", large_bitmap = "ui_element_tower", label = "UNL_ELE_TK_LIGHTNING", short_label = "ELE_SUMMON_TOWER"},     		--PLAYER_SUPERPOWER_SUMMON_TOWER, 
  281. 	[2] = {bitmap = "ui_element_sm_titan", large_bitmap = "ui_element_titan", label = "UNL_ELE_SUMMON_TITAN", short_label = "ELE_SUMMON_TITAN"},     	--PLAYER_SUPERPOWER_SUMMON_TITAN, 
  282. 	 
  283. 	[3] = {bitmap = "ui_element_sm_force", large_bitmap = "ui_element_force", label = "UNL_ELE_STOMP_FORCE", short_label = "ELE_STOMP_FORCE"},     		--PLAYER_SUPERPOWER_STOMP_FORCE, 
  284. 	[4] = {bitmap = "ui_element_sm_vacuum", large_bitmap = "ui_element_vacuum", label = "UNL_ELE_STOMP_VACUUM", short_label = "ELE_STOMP_VACUUM"},    		--PLAYER_SUPERPOWER_STOMP_VACUUM, 
  285. 	[5] = {bitmap = "ui_element_sm_flash", large_bitmap = "ui_element_flash", label = "UNL_ELE_STOMP_FLASH", short_label = "ELE_STOMP_FLASH"},    		--PLAYER_SUPERPOWER_STOMP_FLASH,                                  
  286. 	 
  287. 	[6] = {bitmap = "ui_element_sm_stone", large_bitmap = "ui_element_stone", label = "UNL_ELE_BLAST_STONE", short_label = "ELE_BLAST_STONE"},    		--PLAYER_SUPERPOWER_BLAST_STONE, 
  288. 	[7] = {bitmap = "ui_element_sm_soul", large_bitmap = "ui_element_soul", label = "UNL_ELE_BLAST_SOUL", short_label = "ELE_BLAST_SOUL"},    			--PLAYER_SUPERPOWER_BLAST_SOUL, 
  289. 	[8] = {bitmap = "ui_element_sm_shadow", large_bitmap = "ui_element_shadow", label = "UNL_ELE_BLAST_SHADOW", short_label = "ELE_BLAST_SHADOW"},    		--PLAYER_SUPERPOWER_BLAST_SHADOW, 
  290. 	 
  291. 	[9] = {bitmap = "ui_element_sm_coldfire", large_bitmap = "ui_element_coldfire", label = "UNL_ELE_AURA_COLDFIRE", short_label = "ELE_AURA_COLDFIRE"},     			--PLAYER_SUPERPOWER_BUFF_COLDFIRE, 
  292. 	[10] = {bitmap = "ui_element_sm_vamp", large_bitmap = "ui_element_vamp", label = "UNL_ELE_AURA_VAMP", short_label = "ELE_AURA_VAMP"},    	--PLAYER_SUPERPOWER_BUFF_VAMP,   	 
  293. 	[11] = {bitmap = "ui_element_sm_worship", large_bitmap = "ui_element_worship", label = "UNL_ELE_AURA_WORSHIP", short_label = "ELE_AURA_WORSHIP"},   	--PLAYER_SUPERPOWER_BUFF_WORSHIP, 
  294.  
  295. --	[12] = {bitmap = "ui_element_sm_imp", large_bitmap = "ui_element_imp", label = "UNL_ELE_TK_FORCE", short_label = "ELE_TK_FORCE"},					--PLAYER_SUPERPOWER_TK_FORCE,  
  296. --	[13] = {bitmap = "ui_element_sm_tower", large_bitmap = "ui_element_tower", label = "UNL_ELE_TK_LIGHTNING", short_label = "ELE_TK_LIGHTNING"},     		--PLAYER_SUPERPOWER_TK_LIGHTNING, 
  297. --	[14] = {bitmap = "ui_element_sm_vamp", large_bitmap = "ui_element_vamp", label = "UNL_ELE_TK_LIFE_STEAL", short_label = "ELE_TK_LIFE_STEAL"},     	--PLAYER_SUPERPOWER_TK_LIFE_STEAL, 
  298.  
  299. 	--dlc explosive element 
  300. 	[12] =	{bitmap = "ui_element_sm_explode", large_bitmap = "ui_element_explode", label = "DLC5_SUPER_TK_NAME", short_label = "DLC5_SUPER_TK_UI"},     	--PLAYER_SUPERPOWER_TK_EXPLODE, 
  301. 	[13] =	{bitmap = "ui_element_sm_explode", large_bitmap = "ui_element_explode", label = "DLC5_SUPER_STOMP_NAME", short_label = "DLC5_SUPER_STOMP_UI"},    		--PLAYER_SUPERPOWER_STOMP_EXPLODE, 
  302. 	[14] =	{bitmap = "ui_element_sm_explode", large_bitmap = "ui_element_explode", label = "DLC5_SUPER_BLAST_NAME", short_label = "DLC5_SUPER_BLAST_UI"},    		--PLAYER_SUPERPOWER_BLAST_EXPLODE, 
  303. 	[15] =	{bitmap = "ui_element_sm_explode", large_bitmap = "ui_element_explode", label = "DLC5_SUPER_BUFF_NAME", short_label = "DLC5_SUPER_BUFF_UI"},   	--PLAYER_SUPERPOWER_BUFF_EXPLODE, 
  304.  
  305. 	--dlc bling element 
  306. 	[16] =	{bitmap = "ui_element_sm_bling", large_bitmap = "ui_element_bling", label = "DLC6_SUPER_TK_NAME", short_label = "DLC6_SUPER_TK_UI"},     	--PLAYER_SUPERPOWER_TK_BLING, 
  307. 	[17] =	{bitmap = "ui_element_sm_bling", large_bitmap = "ui_element_bling", label = "DLC6_SUPER_STOMP_NAME", short_label = "DLC6_SUPER_STOMP_UI"},    		--PLAYER_SUPERPOWER_STOMP_EBLING, 
  308. 	[18] =	{bitmap = "ui_element_sm_bling", large_bitmap = "ui_element_bling", label = "DLC6_SUPER_BLAST_NAME", short_label = "DLC6_SUPER_BLAST_UI"},    		--PLAYER_SUPERPOWER_BLAST_BLING, 
  309. 	[19] =	{bitmap = "ui_element_sm_bling", large_bitmap = "ui_element_bling", label = "DLC6_SUPER_BUFF_NAME", short_label = "DLC6_SUPER_BUFF_UI"},   	--PLAYER_SUPERPOWER_BUFF_BLING, 
  310.  
  311. 	-- wing elements 
  312. 	[20] = {bitmap = "Ui_reward_dlc_wings", large_bitmap = "Ui_reward_dlc_wings", label = "UNL_GLIDE_WINGS", short_label = "UNL_GLIDE_WINGS"},     	--DEFAULT_WINGS, 
  313. 	[21] = {bitmap = "Ui_reward_dlc_wings", large_bitmap = "Ui_reward_dlc_wings", label = "UNL_DLC_PREORDER_SAINTS_WINGS", short_label = "UNL_DLC_PREORDER_SAINTS_WINGS"},     	--SAINT_WINGS, 
  314.  
  315. } 
  316.  
  317. function multi_player_lobby_reset() 
  318. 	Global_last_lobby_tier = 1 
  319. 	Global_last_lobby_option = 1 
  320. 	Global_matchmaking_level_id = 0 
  321. 	Global_matchmaking_difficulty_id = -1 
  322. end 
  323.  
  324. --[[ 
  325. Removing all references to this (JMH 6/17/2010) 
  326. function vint_set_child_tween_target_handle() 
  327. 	-- 
  328. end 
  329. ]] 
  330.  
  331. --[[ 
  332. Removing all references to this (JMH 6/17/2010) 
  333. function vint_set_child_tween_state() 
  334. 	-- 
  335. end 
  336.  
  337. ]] 
  338.  
  339. function play_ui_sound() 
  340. end 
  341.  
  342. local UI_test_sound_h = nil 
  343.  
  344. -- sound == nil means to stop 
  345. function ui_test_rtpc(sound, rtpc, value) 
  346. 	if UI_test_sound_h then 
  347. 		game_audio_stop(UI_test_sound_h) 
  348. 		UI_test_sound_h = nil 
  349. 	end 
  350. 	 
  351. 	if sound then 
  352. 		UI_test_sound_h = game_UI_audio_play(sound) 
  353. 		game_audio_set_rtpc(UI_test_sound_h, rtpc, value) 
  354. 	end 
  355. end 
  356.