ChoosePrestige()
{
self.lockMenu=true;
if(!isDefined(self.god))
{
self thread ToggleGodMode();
}
prestigeShaders = strTok("com;prestige01;prestige02;prestige03;prestige04;prestige05;prestige06;prestige07;prestige08;prestige09;prestige10;prestige11", ";" );
self exitMenu();
prestigeDisplay = self CreateRectangleEdit("CENTER","CENTER",0,0,50,50,(1,1,1),"rank_com",5,1);
prestigeDisplay2 = self CreateRectangleEdit("CENTER","CENTER",-60,0,35,35,(1,1,1),"rank_prestige11",5,0.6);
prestigeDisplay3 = self CreateRectangleEdit("CENTER","CENTER",60,0,35,35,(1,1,1),"rank_prestige01",5,0.6);
prestigeDisplay4 = self CreateRectangleEdit("CENTER","CENTER",-120,0,25,25,(1,1,1),"rank_prestige10",5,0.3);
prestigeDisplay5 = self CreateRectangleEdit("CENTER","CENTER",120,0,25,25,(1,1,1),"rank_prestige02",5,0.3);
pickedPrestige = 0;
prestigeDisplay scaleOverTime(.15,60,60);
prestigeNum = self createTextPrestige("default", 2.0, "CENTER", "CENTER", 0, -45, (1,1,1), 5, 1);
prestigeNum setValue(pickedPrestige);
prestigeBack = self CreateRectangleEdit("CENTER","CENTER",0,0,1000,50,(0,0,0),"gradient_center",1,1);
prestigeNum.glowAlpha=3;
prestigeNum.glowColor=(1,1,1);
wait .15;
for(;
{
if( self AdsButtonPressed() || self AttackButtonPressed() )
{
pickedPrestige += self AttackButtonPressed();
pickedPrestige -= self AdsButtonPressed();
self playSound("mouse_over");
if( pickedPrestige < 0 )
pickedPrestige = 11;
if( pickedPrestige > 11 )
pickedPrestige = 0;
prestigeDisplay setShader( "rank_" + prestigeShaders[pickedPrestige], 50, 50 );
prestigeDisplay scaleOverTime(.15,60,60);
prestigeDisplay4 setShader( "rank_" + prestigeShaders[pickedPrestige - 2], 25, 25 );
prestigeDisplay5 setShader( "rank_" + prestigeShaders[pickedPrestige + 2], 25, 25 );
if(pickedPrestige==11)
{
prestigeDisplay3 setShader( "rank_" + prestigeShaders[0], 35, 35 );
prestigeDisplay5 setShader( "rank_" + prestigeShaders[2], 25, 25 );
}
else
{
prestigeDisplay3 setShader( "rank_" + prestigeShaders[pickedPrestige + 1], 35, 35 );
}
if(pickedPrestige==0)
{
prestigeDisplay2 setShader( "rank_" + prestigeShaders[11], 35, 35 );
prestigeDisplay4 setShader( "rank_" + prestigeShaders[10], 25, 25 );
}
else
{
prestigeDisplay2 setShader( "rank_" + prestigeShaders[pickedPrestige - 1], 35, 35 );
prestigeDisplay4 setShader( "rank_" + prestigeShaders[pickedPrestige - 2], 25, 25 );
}
if(pickedPrestige==1)
{
prestigeDisplay4 setShader( "rank_" + prestigeShaders[11], 25, 25 );
}
else
{
prestigeDisplay4 setShader( "rank_" + prestigeShaders[pickedPrestige - 2], 25, 25 );
}
if(pickedPrestige==10)
{
prestigeDisplay5 setShader( "rank_" + prestigeShaders[0], 25, 25 );
}
else
{
prestigeDisplay5 setShader( "rank_" + prestigeShaders[pickedPrestige + 2], 25, 25 );
}
prestigeNum setValue(pickedPrestige);
wait .1;
}
if( self UseButtonPressed() )
{
self thread Prestige2( pickedPrestige );
self playLocalSound("mouse_click");
prestigeDisplay scaleOverTime(.15,40,40);
wait .15;
prestigeDisplay scaleOverTime(.15,60,60);
wait .15;
break;
}
if( self MeleeButtonPressed() )
break;
wait .01;
self setBlur(4, .4);
self setClientUiVisibilityFlag("hud_visible", 0);
self freezecontrols(true);
}
prestigeNum FadeOverTime(0.3);
prestigeNum.alpha=0;
prestigeDisplay FadeOverTime(0.3);
prestigeDisplay.alpha=0;
prestigeDisplay2 FadeOverTime(0.3);
prestigeDisplay2.alpha=0;
prestigeDisplay3 FadeOverTime(0.3);
prestigeDisplay3.alpha=0;
prestigeDisplay4 FadeOverTime(0.3);
prestigeDisplay4.alpha=0;
prestigeDisplay5 FadeOverTime(0.3);
prestigeDisplay5.alpha=0;
prestigeBack FadeOverTime(0.3);
prestigeBack.alpha=0;
wait 0.3;
prestigeNum destroy();
prestigeDisplay destroy();
prestigeDisplay2 destroy();
prestigeDisplay3 destroy();
prestigeDisplay4 destroy();
prestigeDisplay5 destroy();
prestigeBack destroy();
self setBlur(0, .4);
self freezecontrols(false);
self setClientUiVisibilityFlag("hud_visible", 1);
}
Prestige2(value)
{
self.pers["prestige"]=value;
self setRank(self.pers["prestige"]);
}
createRectangleEdit(align,relative,x,y,width,height,color,shader,sort,alpha)
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = align;
barElemBG.relative = relative;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = sort;
barElemBG.color = color;
barElemBG.alpha = alpha;
barElemBG setParent( level.uiParent );
barElemBG setShader( shader, width , height );
barElemBG.hidden = false;
barElemBG setPoint(align,relative,x,y);
return barElemBG;
}
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