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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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local fade = {}
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local scale = Quantum.Client.ResolutionScale
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local padding = math.Round( 10 * scale )
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local padding_s = math.Round( 4 * scale )
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local sw, sh = ScrW(), ScrH()
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local theme = Quantum.Client.Menu.GetAPI("theme")
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local function changeAlpha( clr, alpha )
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return Color( clr.r, clr.g, clr.b, alpha )
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end
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function fade.transition( parent, dt, start_delay, mid_delay, end_delay, inColor, isBlur, startFunc, endFunc )
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local color = inColor || Color( 0, 0, 0, 255 )
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local p = vgui.Create( "DPanel" )
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p.frac = startFrac || 0
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p.time = 0
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p.fadeIn = true
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p.starttime = CurTime()
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p:SetSize( sw, sh )
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p:SetPos( 0, 0 )
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p:MakePopup() -- make it so the player cant move around
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p.Paint = function( self, w, h )
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if( isBlur ) then theme.renderblur( self, Lerp( self.frac, 0, 4 ), Lerp( self.frac, 0, 8 ) ) end -- render blur
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surface.SetDrawColor( changeAlpha( color, 255 * self.frac ) )
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surface.DrawRect( 0, 0, w, h )
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end
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p.Think = function( self )
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self.time = CurTime() - self.starttime
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if( self.fadeIn ) then self.frac = Lerp( self.time / start_delay, 0, 1 ) else self.frac = Lerp( self.time / end_delay, 1, 0 ) end
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if( self.time >= start_delay && self.fadeIn ) then
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parent:Remove() -- remove the parent
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Quantum.Client.Cam.Stop() -- stop the cinematic (if it exists)
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if( !self.recordedMidStart ) then
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self.midtrans_start = CurTime()
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self.recordedMidStart = true
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end
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if( !self.runnedStartFunc ) then
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if( CurTime() - self.midtrans_start >= mid_delay ) then
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startFunc( dt )
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self.runnedStartFunc = true
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self.fadeIn = false -- reset the timer and invert the fading process
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self.time = 0
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self.starttime = CurTime()
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end
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end
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Quantum.Debug("[Fade] First part done.")
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elseif( self.time >= end_delay && !self.fadeIn ) then
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if( !self.runnedEndFunc ) then
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endFunc( dt )
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self.runnedEndFunc = true
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self:Remove() -- remove the panel when finished
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Quantum.Debug( "[Fade] Finished transition." )
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Quantum.Client.IsInMenu = false
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end
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end
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end
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end
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return fade
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