Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

GUI2K4.UT2K4Tab_WeaponPref


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
01327
01328
01329
01330
01331
01332
01333
01334
01335
01336
01337
01338
01339
01340
01341
01342
01343
01344
01345
01346
01347
01348
01349
01350
01351
01352
01353
01354
01355
01356
01357
01358
01359
01360
01361
01362
01363
01364
01365
01366
01367
01368
01369
01370
01371
01372
01373
01374
01375
01376
01377
01378
01379
01380
01381
01382
01383
01384
01385
01386
01387
01388
01389
01390
01391
01392
01393
01394
01395
01396
01397
01398
01399
01400
01401
01402
01403
01404
01405
01406
01407
01408
01409
01410
01411
01412
01413
01414
01415
01416
01417
01418
01419
01420
01421
01422
01423
01424
01425
01426
01427
01428
01429
01430
01431
01432
01433
01434
01435
01436
01437
01438
01439
01440
01441
01442
01443
01444
01445
01446
01447
01448
01449
01450
01451
01452
01453
01454
01455
01456
01457
01458
01459
01460
01461
01462
01463
01464
01465
01466
01467
01468
01469
01470
01471
01472
01473
01474
01475
01476
01477
01478
01479
01480
01481
01482
01483
01484
01485
01486
01487
01488
01489
01490
01491
01492
01493
//==============================================================================
//	Description
//
//	Created by Ron Prestenback
//	© 2003, Epic Games, Inc.  All Rights Reserved
//==============================================================================
class UT2K4Tab_WeaponPref extends Settings_Tabs;

struct WeapItem
{
    var class<Weapon>   WeapClass;
    var int             WeapPriority;
    var int             CrosshairIndex;
    var bool            bAltFireMode;
    var bool            bClassicModel;
    var color           CustomColor;
    var float           CrosshairScale;
};

var array<WeapItem>     WeaponsList;

var automated GUISectionBackground i_BG, i_BG2, i_BG3;
var automated GUIImage i_Crosshair, i_CrosshairBG, i_Shadow, i_Bk;
var automated GUIGFXButton  b_Up, b_Down;
var automated GUIListBox    lb_Weapons;
var automated GUIScrollTextBox  lb_Desc;
var automated moCheckbox    ch_Swap, ch_WeaponCrosshair, ch_ClassicModel;
var automated moComboBox    co_Crosshair;
var automated moSlider      sl_Red, sl_Blue, sl_Green, sl_Alpha, sl_CrosshairScale;

var SpinnyWeap          SpinnyWeap; // MUST be set to null when you leave the window
var() vector                SpinnyWeapOffset;

var bool bWeaponCrosshair, bSwap;
var int iCrosshair, WeaponIndex;
var color   cCrosshair;

var float MaxCrosshairWidth, MaxCrosshairHeight, fScale;

var localized string HiddenText, LoadingText;

var config bool bDebugPriority, bDebugScale, bDebugWeapon;

function int CompareWeaponPriority(GUIListElem ElemA, GUIListElem ElemB)
{
    local int PA, PB, Result;
    local class<Weapon> WA, WB;

    WA = class<Weapon>(ElemA.ExtraData);
    WB = class<Weapon>(ElemB.ExtraData);
    PA = WA.default.Priority;
    PB = WB.default.Priority;

    Result = PB - PA;
    if ( Result != 0 || ElemA.Item == "" || ElemB.Item == "" )
        return Result;

    Result = StrCmp(ElemA.Item, ElemB.Item);
    if ( Result != 0 )
        return Result;

    return StrCmp(ElemA.ExtraStrData, ElemB.ExtraStrData);
}

function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    local int i;
    local array<CacheManager.CrosshairRecord> CustomCrosshairs;

    Super.InitComponent(MyController, MyOwner);
    cCrosshair = class'HUD'.default.CrosshairColor;

    co_Crosshair.MyComboBox.MyListBox.MyList.bInitializeList = false;
    class'CacheManager'.static.GetCrosshairList(CustomCrosshairs);
    for(i = 0;i < CustomCrosshairs.Length;i++)
        co_Crosshair.AddItem(CustomCrosshairs[i].FriendlyName, CustomCrosshairs[i].CrosshairTexture);

    co_Crosshair.ReadOnly(true);
    co_Crosshair.MyComboBox.Edit.bAlwaysNotify = True;

    lb_Weapons.List.bDropSource=True;
    lb_Weapons.List.bDropTarget=True;
    lb_Weapons.List.bMultiSelect=False;

    i_BG2.ManageComponent(lb_Weapons);

    i_BG3.ManageComponent(ch_WeaponCrosshair);
    i_BG3.ManageComponent(sl_Red);
    i_BG3.ManageComponent(sl_Green);
    i_BG3.ManageComponent(sl_Blue);
    i_BG3.ManageComponent(sl_Alpha);
    i_BG3.ManageComponent(sl_CrosshairScale);
    i_BG3.ManageComponent(co_Crosshair);


    if ( bDebugWeapon )
        OnKeyEvent = CoolOnKeyEvent;
}

function IntializeWeaponList()
{
    local UT2K4GenericMessageBox Page;

    // Display the "loading" page
    if ( Controller.OpenMenu("GUI2K4.UT2K4GenericMessageBox", "", LoadingText) )
    {
        Page = UT2K4GenericMessageBox(Controller.ActivePage);
        Page.RemoveComponent(Page.b_Ok);
        Page.RemoveComponent(Page.l_Text);
        Page.l_Text2.FontScale = FNS_Large;
        Page.l_Text2.WinHeight = 1.0;
        Page.l_Text2.WinTop = 0.0;
        Page.l_Text2.bBoundToParent = True;
        Page.l_Text2.bScaleToParent = True;
        Page.l_Text2.VertAlign = TXTA_Center;
        Page.l_Text2.TextAlign = TXTA_Center;
        Page.bRenderWorld = False;
        Page.OnRendered = ReallyInitializeWeaponList;
    }
}

function ReallyInitializeWeaponList( Canvas C )
{
    local int i;
    local array<CacheManager.WeaponRecord> Records;

    if ( Controller.ActivePage.Tag != 55 )
    {
        Controller.ActivePage.Tag = 55;
        return;
    }

    // Initialise weapon list. Sort based on current priority - highest priority first
    class'CacheManager'.static.GetWeaponList(Records);

    // Disable the combo list's OnChange()
    lb_Weapons.List.bNotify = False;

    lb_Weapons.List.Clear();
    for(i=0; i<Records.Length; i++)
        lb_Weapons.List.Add(Records[i].FriendlyName, DynamicLoadObject(Records[i].ClassName,class'Class'), Records[i].Description);

    lb_Weapons.List.SortList();

    // Spawn spinny weapon actor
    if ( SpinnyWeap == None )
        SpinnyWeap = PlayerOwner().spawn(class'XInterface.SpinnyWeap');
    SpinnyWeap.SetRotation(PlayerOwner().Rotation);
    SpinnyWeap.SetStaticMesh(None);

    // Start with first item on list selected
    lb_Weapons.List.SetIndex(0);
    WeaponListInitialized();

    lb_Weapons.List.bNotify = True;

    if ( Controller.ActivePage != PageOwner )
        Controller.CloseMenu(true);

    FocusFirst(none);
}


function ResetClicked()
{
    local int i;
    local bool bTemp;

    Super.ResetClicked();

    class'HUD'.static.ResetConfig("CrosshairStyle");
    class'HUD'.static.ResetConfig("bCrosshairShow");
    class'HUD'.static.ResetConfig("CrosshairColor");
    class'HUD'.static.ResetConfig("CrosshairOpacity");
    class'HUD'.static.ResetConfig("CrosshairScale");
    class'HudBase'.static.ResetConfig("bUseCustomWeaponCrosshairs");

    for (i = 0; i < WeaponsList.Length; i++)
    {
        WeaponsList[i].WeapClass.static.ResetConfig("Priority");
        WeaponsList[i].WeapClass.static.ResetConfig("ExchangeFireModes");
        WeaponsList[i].WeapClass.static.ResetConfig("bUseOldWeaponMesh");
        WeaponsList[i].WeapClass.static.ResetConfig("CustomCrosshairScale");
        WeaponsList[i].WeapClass.static.ResetConfig("CustomCrosshairTextureName");
        WeaponsList[i].WeapClass.static.ResetConfig("CustomCrosshair");
        WeaponsList[i].WeapClass.static.ResetConfig("CustomCrosshairColor");
    }

    bTemp = Controller.bCurMenuInitialized;
    Controller.bCurMenuInitialized = False;

    for (i = 0; i < Controls.Length; i++)
        Controls[i].LoadINI();

    lb_Weapons.List.SortList();
    Controller.bCurMenuInitialized = bTemp;

    WeaponListInitialized();
}

function SaveSettings()
{
    local color BlackColor;
    local Weapon InvWeap;
    local PlayerController PC;
    local Texture WeaponTex;
    local bool bSave;
    local int i;

    Super.SaveSettings();
    PC = PlayerOwner();
    if (PC != None && PC.myHUD != None)
    {
        if (PC.myHUD.CrosshairStyle != iCrosshair)
        {
            PC.myHUD.CrosshairStyle = iCrosshair;
            bSave = True;
        }

        if (PC.myHUD.bCrosshairShow != (bWeaponCrosshair || iCrosshair < co_Crosshair.ItemCount() - 1))
        {
            PC.myHUD.bCrosshairShow = (bWeaponCrosshair || iCrosshair < co_Crosshair.ItemCount() - 1);
            bSave = True;
        }

        if (PC.myHUD.CrossHairColor != cCrosshair)
        {
            PC.myHUD.CrosshairColor = cCrosshair;
            bSave = True;
        }

        if (PC.myHUD.CrosshairScale != fScale)
        {
            PC.myHUD.CrosshairScale = fScale;
            bSave = True;
        }


        if (HudBase(PC.myHUD) != None)
        {
            if (HudBase(PC.myHUD).bUseCustomWeaponCrosshairs != bWeaponCrosshair)
            {
                HudBase(PC.myHUD).bUseCustomWeaponCrosshairs = bWeaponCrosshair;
                bSave = True;
            }
        }
        else if (class'HudBase'.default.bUseCustomWeaponCrosshairs != bWeaponCrosshair)
        {
            class'HudBase'.default.bUseCustomWeaponCrosshairs = bWeaponCrosshair;

            PC.myHUD.SaveConfig();
            class'HudBase'.static.StaticSaveConfig();
            bSave =False;
        }

        if (bSave)
            PC.myHUD.SaveConfig();
    }

    else
    {
        if (class'HUD'.default.CrosshairStyle != iCrosshair)
        {
            class'HUD'.default.CrosshairStyle = iCrosshair;
            bSave = True;
        }

        if (class'HUD'.default.bCrosshairShow != (bWeaponCrosshair || iCrosshair < co_Crosshair.ItemCount()))
        {
            class'HUD'.default.bCrosshairShow = (bWeaponCrosshair || iCrosshair < co_Crosshair.ItemCount());
            bSave = True;
        }

        if (class'HUD'.default.CrosshairColor != cCrosshair)
        {
            class'HUD'.default.CrosshairColor = cCrosshair;
            bSave = true;
        }

        if (class'HUD'.default.CrosshairScale != fScale)
        {
            class'HUD'.default.CrosshairScale = fScale;
            bSave = True;
        }

        if (class'HudBase'.default.bUseCustomWeaponCrosshairs != bWeaponCrosshair)
        {
            class'HudBase'.default.bUseCustomWeaponCrosshairs = bWeaponCrosshair;
            class'HudBase'.static.StaticSaveConfig();
            bSave = False;
        }

        if (bSave)
            class'HUD'.static.StaticSaveConfig();
    }

    for (i = 0; i < WeaponsList.Length; i++)
    {
        bSave = False;
        if (WeaponsList[i].WeapPriority != WeaponsList[i].WeapClass.default.Priority)
        {
            WeaponsList[i].WeapClass.default.Priority = WeaponsList[i].WeapPriority;
            bSave = True;
        }

        if (byte(WeaponsList[i].bAltFireMode) != WeaponsList[i].WeapClass.default.ExchangeFireModes)
        {
            WeaponsList[i].WeapClass.default.ExchangeFireModes = byte(WeaponsList[i].bAltFireMode);
            bSave = True;
        }

        if (WeaponsList[i].bClassicModel != WeaponsList[i].WeapClass.default.bUseOldWeaponMesh)
        {
            WeaponsList[i].WeapClass.default.bUseOldWeaponMesh = WeaponsList[i].bClassicModel;
            bSave = True;
        }

        if ( WeaponsList[i].CrosshairScale != WeaponsList[i].WeapClass.default.CustomCrosshairScale )
        {
            WeaponsList[i].WeapClass.default.CustomCrosshairScale = WeaponsList[i].CrosshairScale;
            bSave = True;
        }

        WeaponTex = GetTexture(WeaponsList[i].CrosshairIndex);
        if (WeaponTex == None) // Hidden crosshair
        {
            if (WeaponsList[i].WeapClass.default.CustomCrosshairTextureName != "")
            {
                WeaponsList[i].WeapClass.default.CustomCrosshairTextureName = "";
                bSave = True;
            }

            if (WeaponsList[i].WeapClass.default.CustomCrosshair != -1)
            {
                WeaponsList[i].WeapClass.default.CustomCrosshair = -1;
                bSave = True;
            }

            if (WeaponsList[i].WeapClass.default.CustomCrosshairColor != BlackColor)
            {
                WeaponsList[i].WeapClass.default.CustomCrosshairColor = BlackColor;
                bSave = True;
            }
        }

        else
        {
            if (WeaponsList[i].WeapClass.default.CustomCrosshairTextureName != string(WeaponTex))
            {
                WeaponsList[i].WeapClass.default.CustomCrosshairTextureName = string(WeaponTex);
                bSave = True;
            }

            if (WeaponsList[i].WeapClass.default.CustomCrosshair != WeaponsList[i].CrosshairIndex)
            {
                WeaponsList[i].WeapClass.default.CustomCrosshair = WeaponsList[i].CrosshairIndex;
                bSave = True;
            }

            if (WeaponsList[i].WeapClass.default.CustomCrosshairColor != WeaponsList[i].CustomColor)
            {
                WeaponsList[i].WeapClass.default.CustomCrosshairColor = WeaponsList[i].CustomColor;
                bSave = True;
            }


        }

        if (PC != None && PC.Pawn != None)
        {
            InvWeap = Weapon(PC.Pawn.FindInventoryType( WeaponsList[i].WeapClass ));
            if (InvWeap != None)
            {
                if (WeaponTex == None)
                {
                    InvWeap.CustomCrosshairTexture      = None;
                    InvWeap.CustomCrosshairTextureName  = "";
                    InvWeap.CustomCrosshairColor        = BlackColor;
                    InvWeap.CustomCrosshair             = -1;
                }

                else
                {
                    InvWeap.CustomCrosshairTexture      = WeaponTex;
                    InvWeap.CustomCrosshairTextureName  = string(WeaponTex);
                    InvWeap.CustomCrossHairColor        = WeaponsList[i].CustomColor;
                    InvWeap.CustomCrosshair             = WeaponsList[i].CrosshairIndex;
                }

                InvWeap.CustomCrossHairScale            = WeaponsList[i].CrosshairScale;
                InvWeap.ExchangeFireModes               = byte(WeaponsList[i].bAltFireMode);

                if ( bDebugPriority )
                {
                    log("Found weapon of class"@WeaponsList[i].WeapClass@"in Pawn inventory '"$InvWeap.Name$"'. Priority:"$InvWeap.Priority@"New value:"$WeaponsList[i].WeapPriority,'DebugPriority');
                }
                InvWeap.Priority                        = WeaponsList[i].WeapPriority;
                InvWeap.bUseOldWeaponMesh               = WeaponsList[i].bClassicModel;
                InvWeap.SaveConfig();
                bSave = False;
            }
            else if ( bDebugPriority )
                log("Did not find any weapons of class"@ WeaponsList[i].WeapClass @"in pawn's inventory",'DebugPriority');
        }

        if (bSave)
            WeaponsList[i].WeapClass.static.StaticSaveConfig();
    }
}

function ShowPanel(bool bShow)
{
    local rotator R;

    Super.ShowPanel(bShow);
    if (bShow)
    {
        if ( bInit )
        {
            lb_Weapons.List.CompareItem = CompareWeaponPriority;
            IntializeWeaponList();
            bInit = False;
        }

        if ( SpinnyWeap != None )
        {
            R = PlayerOwner().Rotation;
            R.Yaw = 31000;
            SpinnyWeap.SetRotation(R);
        }
    }
}

function string InternalOnSaveINI(GUIComponent Sender)
{
    local int i, j, cnt;

    if (Sender == lb_Weapons)
    {
        cnt = lb_Weapons.ItemCount();
        for (i = 0; i < cnt; i++)
        {
            if ( bDebugPriority )
                log("Searching for WeaponList Index for"@i@lb_Weapons.List.GetItemAtIndex(i));
            j = FindWeaponListIndexAt(i);
            if (j != -1)
            {
                if ( bDebugPriority )
                {
                    log("Found WeaponListIndex for"@i@":"$j@WeaponsList[j].WeapClass);
                    log("Setting WeaponList["$j$"].WeapPriority to:"$cnt - i - 1);
                }

                WeaponsList[j].WeapPriority = cnt - i - 1;
            }
        }
    }
    return "";
}

function InternalOnLoadINI(GUIComponent Sender, string s)
{
    local HudBase Base;

    Base = HudBase(PlayerOwner().myHUD);

    if (GUIMenuOption(Sender) != None)
    {
        if ( Base != None )
        {
            switch (GUIMenuOption(Sender))
            {
            case ch_WeaponCrosshair:
                bWeaponCrosshair = Base.bUseCustomWeaponCrosshairs;
                ch_WeaponCrosshair.Checked(bWeaponCrosshair);
                break;

            case co_Crosshair:
                iCrosshair = Base.CrosshairStyle;
                if (!Base.bUseCustomWeaponCrosshairs)
                {
                    co_Crosshair.SetIndex(iCrosshair);
                    SetCrosshairGraphic(iCrosshair);
                }
                break;

            case sl_Red:
                if (!Base.bUseCustomWeaponCrosshairs)
                    sl_Red.SetValue(cCrosshair.R);
                break;

            case sl_Green:
                if (!Base.bUseCustomWeaponCrosshairs)
                    sl_Green.SetValue(cCrosshair.G);
                break;

            case sl_Blue:
                if (!Base.bUseCustomWeaponCrosshairs)
                    sl_Blue.SetValue(cCrosshair.B);
                break;

            case sl_Alpha:
                if (!Base.bUseCustomWeaponCrosshairs)
                    sl_Alpha.SetValue(cCrosshair.A);
                break;

            case sl_CrosshairScale:
                fScale = Base.CrosshairScale;
                if (!Base.bUseCustomWeaponCrosshairs)
                    sl_CrosshairScale.SetValue(fScale);

                break;

            default:
                log(Name@"Unknown component calling LoadINI:"$ GUIMenuOption(Sender).Caption);
                GUIMenuOption(Sender).SetComponentValue(s,true);
            }
        }
        else
        {
            switch ( GUIMenuOption(Sender) )
            {
            case ch_WeaponCrosshair:
                bWeaponCrosshair = class'HudBase'.default.bUseCustomWeaponCrosshairs;
                ch_WeaponCrosshair.Checked(bWeaponCrosshair);
                break;

            case co_Crosshair:
                iCrosshair = class'HUD'.default.CrosshairStyle;
                if (!class'HudBase'.default.bUseCustomWeaponCrosshairs)
                {
                    co_Crosshair.SetIndex(iCrosshair);
                    SetCrosshairGraphic(iCrosshair);
                }
                break;

            case sl_Red:
                if (!class'HudBase'.default.bUseCustomWeaponCrosshairs)
                    sl_Red.SetValue(cCrosshair.R);
                break;

            case sl_Green:
                if (!class'HudBase'.default.bUseCustomWeaponCrosshairs)
                    sl_Green.SetValue(cCrosshair.G);
                break;

            case sl_Blue:
                if (!class'HudBase'.default.bUseCustomWeaponCrosshairs)
                    sl_Blue.SetValue(cCrosshair.B);
                break;

            case sl_Alpha:
                if (!class'HudBase'.default.bUseCustomWeaponCrosshairs)
                    sl_Alpha.SetValue(cCrosshair.A);
                break;

            case sl_CrosshairScale:
                fScale = class'HUD'.default.CrosshairScale;
                if (!class'HudBase'.default.bUseCustomWeaponCrosshairs)
                    sl_CrosshairScale.SetValue(fScale);

                if ( bDebugScale )
                    log("Initial global crosshair scale is"@fScale);

                break;

            default:
                log(Name@"Unknown component calling LoadINI:"$ GUIMenuOption(Sender).Caption);
                GUIMenuOption(Sender).SetComponentValue(s,true);
            }
        }
    }
}

function InternalOnChange(GUIComponent Sender)
{
    local int i;
    local float f;

    Super.InternalOnChange(Sender);
    if(Sender == lb_Weapons)
    {
        i = FindWeaponListIndex();
        if (i == WeaponIndex)   // Changed priority
            WeaponsList[WeaponIndex].WeapPriority = lb_Weapons.List.Index;
        else UpdateCurrentWeapon(); // Selected a different weapon
        return;
    }

    switch (GUIMenuOption(Sender))
    {
    case co_Crosshair:
        i = co_Crosshair.GetIndex();
        if (bWeaponCrosshair)
            WeaponsList[WeaponIndex].CrosshairIndex = i;

        else iCrosshair = i;

        SetCrosshairGraphic(i);
        break;

    case ch_WeaponCrosshair:
        bWeaponCrosshair = ch_WeaponCrosshair.IsChecked();
        if (bWeaponCrosshair)
            co_Crosshair.SetIndex(WeaponsList[WeaponIndex].CrosshairIndex);

        else co_Crosshair.SetIndex(iCrosshair);

        break;

    case ch_Swap:
        WeaponsList[WeaponIndex].bAltFireMode = ch_Swap.IsChecked();
        break;

    case ch_ClassicModel:
        WeaponsList[WeaponIndex].bClassicModel = ch_ClassicModel.IsChecked();
        UpdateCurrentWeapon();
        break;

    case sl_Red:
        i = sl_Red.GetValue();
        if (bWeaponCrosshair)
            WeaponsList[WeaponIndex].CustomColor.R = i;
        else cCrosshair.R = i;
        i_Crosshair.ImageColor.R = i;
        break;

    case sl_Blue:
        i = sl_Blue.GetValue();
        if (bWeaponCrosshair)
            WeaponsList[WeaponIndex].CustomColor.B = i;
        else cCrosshair.B = i;

        i_Crosshair.ImageColor.B = i;
        break;

    case sl_Green:
        i = sl_Green.GetValue();
        if (bWeaponCrosshair)
            WeaponsList[WeaponIndex].CustomColor.G = i;
        else cCrosshair.G = i;

        i_Crosshair.ImageColor.G = i;
        break;

    case sl_Alpha:
        i = sl_Alpha.GetValue();
        if (bWeaponCrosshair)
            WeaponsList[WeaponIndex].CustomColor.A = i;
        else cCrosshair.A = i;

        i_Crosshair.ImageColor.A = i;
        break;

    case sl_CrosshairScale:
        f = sl_CrosshairScale.GetValue();
        if (bWeaponCrosshair)
        {
            if ( bDebugScale )
                log("Changing custom crosshair scale for "$WeaponsList[WeaponIndex].WeapClass@"from"@WeaponsList[WeaponIndex].CrosshairScale@"to"@f);
            WeaponsList[WeaponIndex].CrosshairScale = f;
        }
        else
        {
            if ( bDebugScale )
                log("Changing global crosshair scale from "$fScale@"to"@f);
            fScale = f;
        }

        i_Crosshair.WinHeight = f * MaxCrosshairHeight;
        i_Crosshair.WinWidth = f * MaxCrosshairWidth;
    }
}

function WeaponListInitialized()
{
    local int i;
    local WeapItem WI;
    local texture CustomTex;

    if (WeaponsList.Length > 0)
        WeaponsList.Remove(0, WeaponsList.Length);

    // Disable the combo list's OnChange()
    co_Crosshair.MyComboBox.List.bNotify = false;
    for (i = 0; i < lb_Weapons.List.ItemCount; i++)
    {
        WI.WeapClass = class<Weapon>(lb_Weapons.List.GetObjectAtIndex(i));
        WI.WeapPriority = WI.WeapClass.default.Priority;
        WI.CrosshairScale = WI.WeapClass.default.CustomCrosshairScale;

        if ( bDebugScale )
            log("Crosshair scale for "$WI.WeapClass$" is"@WI.CrosshairScale);

        CustomTex = WI.WeapClass.default.CustomCrosshairTexture;
        if (CustomTex == None)
        {
            if (WI.WeapClass.default.CustomCrosshairTextureName != "")
            {
                WI.CrosshairIndex = FindTextureNameIndex(WI.WeapClass.default.CustomCrosshairTextureName);
                if (WI.CrosshairIndex < 0)
                {
                    CustomTex = Texture(DynamicLoadObject(WI.WeapClass.default.CustomCrosshairTextureName, class'Texture'));
                    if (CustomTex != None)
                        WI.CrosshairIndex = FindTextureIndex(CustomTex);
                    else log("Could not load specified custom crosshair texture '"$WI.WeapClass.default.CustomCrosshairTextureName$"' for weapon"@WI.WeapClass$". Removing weapon's crosshair from crosshair list.");
                }

                else CustomTex = GetTexture(WI.CrosshairIndex);
            }

            else if (WI.WeapClass.default.CustomCrosshair != -1) // && WI.WeapClass.default.CustomCrosshair < class'HudBase'.default.Crosshairs.Length)
            {
                //CustomTex = Texture(class'HudBase'.default.Crosshairs[WI.WeapClass.default.CustomCrosshair].WidgetTexture);
                //WI.CrosshairIndex = FindTextureIndex(CustomTex);
                CustomTex = GetTexture(WI.WeapClass.default.CustomCrosshair);
                WI.CrosshairIndex = WI.WeapClass.default.CustomCrosshair;
            }

            else WI.CrosshairIndex = -1;
        }

        else
        {
            CustomTex = WI.WeapClass.default.CustomCrosshairTexture;
            WI.CrosshairIndex = FindTextureIndex(CustomTex);
        }

        // don't add this weapon to weapons struct array if we couldn't load a crosshair by now
        if (CustomTex == None && WI.WeapClass.default.CustomCrosshair != -1)
        {
            Warn("Could not load crosshair for weapon"@WI.WeapClass@"so removing from custom weapons list.");
            continue;
        }

        if ( WI.WeapClass.default.OldMesh != None )
            WI.bClassicModel = WI.WeapClass.default.bUseOldWeaponMesh;

        WI.bAltFireMode = WI.WeapClass.default.ExchangeFireModes == 1;
        WI.CustomColor = WI.WeapClass.default.CustomCrosshairColor;

        if (WI.CrosshairIndex == co_Crosshair.ItemCount())
            co_Crosshair.AddItem(co_Crosshair.GetItem(FindTextureNameIndex(WI.WeapClass.default.CustomCrosshairTextureName)), CustomTex);

        WeaponsList[WeaponsList.Length] = WI;
    }

    // Add the "hidden" crosshair to the end of the list, since it won't have a texture
    if ( co_Crosshair.FindIndex(HiddenText) == -1 )
        co_Crosshair.AddItem(HiddenText);

    // Reenable the combo list's OnChange()
    co_Crosshair.MyComboBox.List.bNotify = True;
    UpdateCurrentWeapon();
}

function SwapWeapons(int OriginalLoc, int NewLoc)
{
    lb_Weapons.List.Swap(OriginalLoc, NewLoc);
    lb_Weapons.List.SetIndex(NewLoc);
}

function bool ChangePriority(GUIComponent Sender)
{
    if (lb_Weapons.List.ItemCount > 1)
    {
        if (Sender == b_Up && lb_Weapons.List.Index > 0)
            SwapWeapons(lb_Weapons.List.Index, lb_Weapons.List.Index - 1);

        else if (Sender == b_Down && lb_Weapons.List.Index < lb_Weapons.List.ItemCount - 1)
            SwapWeapons(lb_Weapons.List.Index, lb_Weapons.List.Index + 1);
    }

    return true;
}

function InternalDraw(Canvas canvas)
{
    local vector CamPos, X, Y, Z, WX, WY, WZ;
    local rotator CamRot;

    if (WeaponIndex < 0)
        return;

    canvas.GetCameraLocation(CamPos, CamRot);
    GetAxes(CamRot, X, Y, Z);




    if(SpinnyWeap.DrawType == DT_Mesh)
    {
        GetAxes(SpinnyWeap.Rotation, WX, WY, WZ);
        SpinnyWeap.SetLocation(CamPos + (SpinnyWeapOffset.X * X) + (SpinnyWeapOffset.Y * Y) + (SpinnyWeapOffset.Z * Z) + (30 * WX));
    }
    else
    {
        SpinnyWeap.SetLocation(CamPos + (SpinnyWeapOffset.X * X) + (SpinnyWeapOffset.Y * Y) + (SpinnyWeapOffset.Z * Z));
    }

    canvas.DrawActorClipped(SpinnyWeap, false, i_BG.ClientBounds[0], i_BG.ClientBounds[1], i_BG.ClientBounds[2] - i_BG.ClientBounds[0], (i_BG.ClientBounds[3] - i_BG.ClientBounds[1])/2, true, 90.0);

}

function UpdateCurrentWeapon()
{
    local PlayerController PC;
    local class<Pickup> pickupClass;
    local class<InventoryAttachment> attachClass;
    local Mesh OldMesh;
    local StaticMesh OldPickup;
    local float defscale;
    local vector Scale3D;
    local int i;

    if(SpinnyWeap == None)
        return;

    WeaponIndex = FindWeaponListIndex();
    if (WeaponIndex < 0)
    {
        PC = PlayerOwner();
        if (PC != None && PC.Pawn != None && PC.Pawn.Weapon != None)
        {
            for (i = 0; i < WeaponsList.Length; i++)
                if (ClassIsChildOf(PC.Pawn.Weapon.Class, WeaponsList[i].WeapClass))
                    WeaponIndex = i;
        }

        if (WeaponIndex < 0)
            WeaponIndex = 0;    // must have a weapon selected
    }

    pickupClass = WeaponsList[WeaponIndex].WeapClass.default.PickupClass;
    attachClass = WeaponsList[WeaponIndex].WeapClass.default.AttachmentClass;
    OldMesh = WeaponsList[WeaponIndex].WeapClass.default.OldMesh;

    if ( PickupClass != None && PickupClass.default.StaticMesh != None )
    {
        defscale = PickupClass.default.DrawScale;
        Scale3D = PickupClass.default.DrawScale3D;
    }

    else if ( AttachClass != None && AttachClass.default.Mesh != None )
    {
        defscale = AttachClass.default.DrawScale;
        Scale3D = AttachClass.default.DrawScale3D;
        if ( Scale3D.X > 1.0 )
            Scale3D.X = 1.0;

        if ( Scale3D.Y > 1.0 )
            Scale3D.Y = 1.0;
    }

    else
    {
        defscale = 0.5;
        Scale3D = vect(1,1,1);
    }

    if ( OldMesh != None && !class'LevelInfo'.static.IsDemoBuild() )
    {
        EnableComponent(ch_ClassicModel);
        ch_ClassicModel.SetComponentValue( WeaponsList[WeaponIndex].bClassicModel, True );

        if ( WeaponsList[WeaponIndex].bClassicModel )
        {
            if ( WeaponsList[WeaponIndex].WeapClass.default.OldPickup != "" )
                OldPickup = StaticMesh(DynamicLoadObject(WeaponsList[WeaponIndex].WeapClass.default.OldPickup, class'StaticMesh'));

            if ( OldPickup != None )
            {
                SpinnyWeap.LinkMesh(None);
                SpinnyWeap.SetStaticMesh( OldPickup );
                SpinnyWeap.SetDrawScale(defscale);

                SpinnyWeap.SetDrawScale3D( scale3d );
                for ( i = 0; i < SpinnyWeap.Skins.Length; i++ )
                    SpinnyWeap.Skins[i] = None;

                SpinnyWeap.SetDrawType(DT_StaticMesh);
            }
        }
    }

    else
    {
        ch_ClassicModel.SetComponentValue("False", True);
        DisableComponent(ch_ClassicModel);
    }

    if ( OldPickup == None )
    {
        if(pickupClass != None && pickupClass.default.StaticMesh != None)
        {
            SpinnyWeap.LinkMesh( None );
            SpinnyWeap.SetStaticMesh( pickupClass.default.StaticMesh );
            SpinnyWeap.SetDrawScale( defscale );
            SpinnyWeap.SetDrawScale3D( scale3d );

            // Set skins array on spinnyweap to the same as the pickup class.
            SpinnyWeap.Skins.Length = pickupClass.default.Skins.Length;
            for(i=0; i<pickupClass.default.Skins.Length; i++)
            {
                SpinnyWeap.Skins[i] = pickupClass.default.Skins[i];
            }

            SpinnyWeap.SetDrawType(DT_StaticMesh);
        }
        else if(attachClass != None && attachClass.default.Mesh != None)
        {
            SpinnyWeap.SetStaticMesh( None );
            SpinnyWeap.LinkMesh( attachClass.default.Mesh );
            SpinnyWeap.SetDrawScale( 1.3 * defscale );

            // Set skins array on spinnyweap to the same as the pickup class.
            SpinnyWeap.Skins.Length = attachClass.default.Skins.Length;
            for(i=0; i<attachClass.default.Skins.Length; i++)
            {
                SpinnyWeap.Skins[i] = attachClass.default.Skins[i];
            }

            if ( string(WeaponsList[WeaponIndex].WeapClass) == "XWeapons.Translauncher" )
                Scale3D.z *= -1.0;

            // Hack until someone fixes the shock and link models
            if ( (string(WeaponsList[WeaponIndex].WeapClass) != "XWeapons.ShockRifle" && string(WeaponsList[WeaponIndex].WeapClass) != "XWeapons.LinkGun") || WeaponsList[WeaponIndex].bClassicModel )
                SpinnyWeap.SetDrawScale3D( 1.3 * Scale3D );
            SpinnyWeap.SetDrawType(DT_Mesh);
        }
        else
            Log("Could not find graphic for weapon: "$WeaponsList[WeaponIndex].WeapClass);
    }


    i_BG.Caption = lb_Weapons.List.Get();
    lb_Desc.SetContent( lb_Weapons.List.GetExtra() );
    ch_Swap.SetComponentValue( WeaponsList[WeaponIndex].bAltFireMode, True );

    if (bWeaponCrosshair)
    {
        if (WeaponsList[WeaponIndex].CrosshairIndex == -1)
            WeaponsList[WeaponIndex].CrosshairIndex = co_Crosshair.ItemCount() - 1;

        co_Crosshair.SetIndex( WeaponsList[WeaponIndex].CrosshairIndex );
        SetCrosshairGraphic(WeaponsList[WeaponIndex].CrosshairIndex);
    }

    else
    {
        co_Crosshair.SetIndex(iCrosshair);
        SetCrosshairGraphic(iCrosshair);
    }
}

function SetCrossHairGraphic(int Index)
{
    local bool b;

    b = (Index >= 0 && Index < co_Crosshair.ItemCount() - 1) && PlayerOwner().myHUD.bCrosshairShow;
    if (b)
        i_Crosshair.Image = Texture(co_Crosshair.GetObject());

    if (b != i_Crosshair.bVisible)
        i_Crosshair.SetVisibility(b);

    UpdateCrosshairColor();
}

function UpdateCrosshairColor()
{
    if (bWeaponCrosshair)
    {
        i_Crosshair.WinHeight = WeaponsList[WeaponIndex].CrosshairScale * MaxCrosshairHeight;
        i_Crosshair.WinWidth = WeaponsList[WeaponIndex].CrosshairScale * MaxCrosshairWidth;
        i_Crosshair.ImageColor = WeaponsList[WeaponIndex].CustomColor;
        sl_CrosshairScale.SetComponentValue(WeaponsList[WeaponIndex].CrosshairScale, True);
    }
    else
    {
        i_Crosshair.ImageColor = cCrosshair;
        i_Crosshair.WinHeight = fScale * MaxCrosshairHeight;
        i_Crosshair.WinWidth = fScale * MaxCrosshairWidth;
        sl_CrosshairScale.SetComponentValue(fScale, True);
    }

    sl_Red.SetComponentValue(i_Crosshair.ImageColor.R, True);
    sl_Blue.SetComponentValue(i_Crosshair.ImageColor.B, True);
    sl_Green.SetComponentValue(i_Crosshair.ImageColor.G, True);
    sl_Alpha.SetComponentValue(i_Crosshair.ImageColor.A, True);
}

function Texture GetTexture(int i)
{
    if (i >= 0 && i < co_Crosshair.ItemCount())
        return Texture(co_Crosshair.GetItemObject(i));

    return None;
}

function int FindWeaponListIndexAt(int Index)
{
    local int i;
    local class<Weapon> WC;

    WC = class<Weapon>(lb_Weapons.List.GetObjectAtIndex(Index));
    if (WC != None)
        for (i = 0; i < WeaponsList.Length; i++)
            if (WC == WeaponsList[i].WeapClass)
                return i;

    return -1;
}

function int FindWeaponListIndex()
{
    local int i;
    local class<Weapon> WC;

    WC = class<Weapon>(lb_Weapons.List.GetObject());
    for (i = 0; i < WeaponsList.Length; i++)
        if (WC == WeaponsList[i].WeapClass)
            return i;

    return -1;
}

function int FindTextureNameIndex(string TextureName)
{
    local int i, cnt;

    cnt = co_Crosshair.ItemCount();

    for (i = 0; i < cnt; i++)
        if (TextureName ~= string(GetTexture(i)))
            return i;

    if ( Controller.bModAuthor )
    {
        log("Number of crosshairs:"$cnt@"Was looking for"@TextureName,'ModAuthor');
        for (i = 0; i < cnt; i++)
            log(i@"TextureName["$i$"]:"$co_Crosshair.MyComboBox.List.Elements[i].item@"Texture:"$co_Crosshair.MyComboBox.List.Elements[i].ExtraData,'ModAuthor');
    }

    return -1;
}

function int FindTextureIndex(texture WeapTexture)
{
    local int i, cnt;

    cnt = co_Crosshair.ItemCount();

    for (i = 0; i < cnt; i++)
        if (WeapTexture == GetTexture(i))
            break;

    return i;
}

event Opened(GUIComponent Sender)
{
    local rotator R;

    Super.Opened(Sender);

    if ( SpinnyWeap != None )
    {
        R.Yaw = 32768;
        SpinnyWeap.SetRotation(R+PlayerOwner().Rotation);
        SpinnyWeap.bHidden = false;
    }
}

event Closed(GUIComponent Sender, bool bCancelled)
{
    Super.Closed(Sender, bCancelled);

    if ( SpinnyWeap != None )
        SpinnyWeap.bHidden = true;
}

event Free()
{
    WeaponsList.Remove(0, WeaponsList.Length);
    if ( SpinnyWeap != None )
    {
        SpinnyWeap.Destroy();
        SpinnyWeap = None;
    }

    Super.Free();
}

function bool CoolOnKeyEvent(out byte Key, out byte State, float delta)
{
    local Interactions.EInputKey iKey;
    local vector V;

    iKey = EInputKey(Key);
    V = SpinnyWeap.DrawScale3D;

    if ( state == 1 )
    {
        switch (iKey)
        {
        case IK_E:
            SpinnyWeapOffset.X = SpinnyWeapOffset.X - 1;
            LogSpinnyWeap();
            return true;
        case IK_C:
            SpinnyWeapOffset.X = SpinnyWeapOffset.X + 1;
            LogSpinnyWeap();
            return true;
        case IK_W:
            SpinnyWeapOffset.Z = SpinnyWeapOffset.Z + 1;
            LogSpinnyWeap();
            return true;
        case IK_A:
            SpinnyWeapOffset.Y = SpinnyWeapOffset.Y - 1;
            LogSpinnyWeap();
            return true;
        case IK_S:
            SpinnyWeapOffset.Z = SpinnyWeapOffset.Z - 1;
            LogSpinnyWeap();
            return true;
        case IK_D:
            SpinnyWeapOffset.Y = SpinnyWeapOffset.Y + 1;
            LogSpinnyWeap();
            return true;
        case IK_NumPad8:
            V.Z = V.Z + 1;
            SpinnyWeap.SetDrawScale3D( V );
            LogWeapScale();
            return True;
        case IK_NumPad4:
            V.Y = V.Y - 1;
            SpinnyWeap.SetDrawScale3D(V);
            LogWeapScale();
            return True;
        case IK_NumPad6:
            V.Y = V.Y + 1;
            SpinnyWeap.SetDrawScale3D(V);
            LogWeapScale();
            return True;
        case IK_NumPad2:
            V.Z = V.Z - 1;
            SpinnyWeap.SetDrawScale3D(V);
            LogWeapScale();
            return True;
        case IK_NumPad7:
            V.X = V.X - 1;
            SpinnyWeap.SetDrawScale3D(V);
            LogWeapScale();
            return True;
        case IK_NumPad9:
            V.X = V.X + 1;
            SpinnyWeap.SetDrawScale3D(V);
            LogWeapScale();
            return True;
        }
    }


    return false;

}

function LogSpinnyWeap()
{
    log("Weapon Position X:"$SpinnyWeapOffset.X@"Y:"$SpinnyWeapOffset.Y@"Z:"$SpinnyWeapOffset.Z);
}

function LogWeapScale()
{
    log("DrawScale3D X:"$SpinnyWeap.DrawScale3D.X@"Y:"$SpinnyWeap.DrawScale3D.Y@"Z:"$SpinnyWeap.DrawScale3D.Z);
}

defaultproperties
{
     Begin Object Class=GUISectionBackground Name=WeaponBK
         Caption="Weapon"
         WinTop=0.033334
         WinLeft=0.031641
         WinWidth=0.424999
         WinHeight=0.611250
         OnPreDraw=WeaponBK.InternalPreDraw
     End Object
     i_BG=GUISectionBackground'GUI2K4.UT2K4Tab_WeaponPref.WeaponBK'

     Begin Object Class=GUISectionBackground Name=WeaponPriorityBK
         bFillClient=Wahr
         Caption="Weapon Priorities"
         LeftPadding=0.000000
         RightPadding=0.000000
         WinTop=0.666667
         WinLeft=0.046588
         WinWidth=0.380157
         WinHeight=0.311250
         OnPreDraw=WeaponPriorityBK.InternalPreDraw
     End Object
     i_BG2=GUISectionBackground'GUI2K4.UT2K4Tab_WeaponPref.WeaponPriorityBK'

     Begin Object Class=GUISectionBackground Name=WeaponOptionBK
         Caption="Crosshairs"
         BottomPadding=0.300000
         WinTop=0.033334
         WinLeft=0.481641
         WinWidth=0.493749
         WinHeight=0.942501
         OnPreDraw=WeaponOptionBK.InternalPreDraw
     End Object
     i_BG3=GUISectionBackground'GUI2K4.UT2K4Tab_WeaponPref.WeaponOptionBK'

     Begin Object Class=GUIImage Name=GameCrossHairImage
         ImageStyle=ISTY_Scaled
         ImageAlign=IMGA_Center
         X1=0
         Y1=0
         X2=64
         Y2=64
         WinTop=0.818914
         WinLeft=0.884109
         WinWidth=0.139453
         WinHeight=0.231445
         RenderWeight=0.550000
     End Object
     i_Crosshair=GUIImage'GUI2K4.UT2K4Tab_WeaponPref.GameCrossHairImage'

     Begin Object Class=GUIImage Name=CrosshairBK
         Image=Texture'2K4Menus.Controls.buttonSquare_b'
         DropShadow=Texture'2K4Menus.Controls.Shadow'
         ImageStyle=ISTY_Stretched
         DropShadowX=4
         DropShadowY=4
         WinTop=0.703192
         WinLeft=0.814333
         WinWidth=0.139453
         WinHeight=0.231445
         RenderWeight=0.520000
     End Object
     i_CrosshairBG=GUIImage'GUI2K4.UT2K4Tab_WeaponPref.CrosshairBK'

     Begin Object Class=GUIImage Name=Bk1
         Image=Texture'2K4Menus.NewControls.Display99'
         ImageStyle=ISTY_Stretched
         WinTop=0.300814
         WinLeft=0.046344
         WinWidth=0.394118
         WinHeight=0.324981
     End Object
     i_bk=GUIImage'GUI2K4.UT2K4Tab_WeaponPref.Bk1'

     Begin Object Class=GUIGFXButton Name=WeaponPrefWeapUp
         ImageIndex=6
         Position=ICP_Scaled
         StyleName="ComboButton"
         Hint="Increase the priority this weapon will have when picking your best weapon."
         WinTop=0.773389
         WinLeft=0.419847
         WinWidth=0.028946
         WinHeight=0.038594
         RenderWeight=0.510000
         TabOrder=2
         bNeverFocus=Wahr
         bRepeatClick=Wahr
         OnClickSound=CS_Up
         OnClick=UT2K4Tab_WeaponPref.ChangePriority
         OnKeyEvent=WeaponPrefWeapUp.InternalOnKeyEvent
     End Object
     b_Up=GUIGFXButton'GUI2K4.UT2K4Tab_WeaponPref.WeaponPrefWeapUp'

     Begin Object Class=GUIGFXButton Name=WeaponPrefWeapDown
         ImageIndex=7
         Position=ICP_Scaled
         StyleName="ComboButton"
         Hint="Decrease the priority this weapon will have when picking your best weapon."
         WinTop=0.817619
         WinLeft=0.419847
         WinWidth=0.028946
         WinHeight=0.038594
         RenderWeight=0.510000
         TabOrder=3
         bNeverFocus=Wahr
         bRepeatClick=Wahr
         OnClickSound=CS_Down
         OnClick=UT2K4Tab_WeaponPref.ChangePriority
         OnKeyEvent=WeaponPrefWeapDown.InternalOnKeyEvent
     End Object
     b_Down=GUIGFXButton'GUI2K4.UT2K4Tab_WeaponPref.WeaponPrefWeapDown'

     Begin Object Class=GUIListBox Name=WeaponPrefWeapList
         bVisibleWhenEmpty=Wahr
         OnCreateComponent=WeaponPrefWeapList.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Select order for weapons"
         WinTop=0.733868
         WinLeft=0.068546
         WinWidth=0.338338
         WinHeight=0.221055
         RenderWeight=0.510000
         TabOrder=1
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnSaveINI=UT2K4Tab_WeaponPref.InternalOnSaveINI
     End Object
     lb_Weapons=GUIListBox'GUI2K4.UT2K4Tab_WeaponPref.WeaponPrefWeapList'

     Begin Object Class=GUIScrollTextBox Name=WeaponDescription
         CharDelay=0.001500
         EOLDelay=0.250000
         bVisibleWhenEmpty=Wahr
         OnCreateComponent=WeaponDescription.InternalOnCreateComponent
         FontScale=FNS_Small
         WinTop=0.378073
         WinLeft=0.063125
         WinWidth=0.362170
         WinHeight=0.188969
         RenderWeight=0.510000
         TabOrder=0
         bAcceptsInput=Falsch
         bNeverFocus=Wahr
     End Object
     lb_Desc=GUIScrollTextBox'GUI2K4.UT2K4Tab_WeaponPref.WeaponDescription'

     Begin Object Class=moCheckBox Name=WeaponSwap
         Caption="Swap Fire Mode"
         OnCreateComponent=WeaponSwap.InternalOnCreateComponent
         Hint="Check this box to swap the firing mode on the selected weapon."
         WinTop=0.753946
         WinLeft=0.540953
         WinWidth=0.225000
         WinHeight=0.040000
         RenderWeight=1.030000
         TabOrder=11
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
     End Object
     ch_Swap=moCheckBox'GUI2K4.UT2K4Tab_WeaponPref.WeaponSwap'

     Begin Object Class=moCheckBox Name=CustomWeaponCrosshair
         CaptionWidth=0.900000
         Caption="Custom Weapon Crosshairs"
         OnCreateComponent=CustomWeaponCrosshair.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Enable this option to use weapon-specific crosshairs."
         WinTop=0.881445
         WinLeft=0.027203
         WinWidth=0.463975
         WinHeight=0.040000
         RenderWeight=1.010000
         TabOrder=4
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     ch_WeaponCrosshair=moCheckBox'GUI2K4.UT2K4Tab_WeaponPref.CustomWeaponCrosshair'

     Begin Object Class=moCheckBox Name=WeaponMesh
         Caption="Classic Model"
         OnCreateComponent=WeaponMesh.InternalOnCreateComponent
         Hint="Enable to use the classic model for this weapon"
         WinTop=0.837279
         WinLeft=0.542070
         WinWidth=0.224062
         WinHeight=0.040000
         RenderWeight=1.030000
         TabOrder=12
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
     End Object
     ch_ClassicModel=moCheckBox'GUI2K4.UT2K4Tab_WeaponPref.WeaponMesh'

     Begin Object Class=moComboBox Name=GameCrossHair
         ComponentJustification=TXTA_Left
         CaptionWidth=0.300000
         Caption="Crosshair"
         OnCreateComponent=GameCrossHair.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Please select your crosshair!"
         WinTop=0.822936
         WinLeft=0.027203
         WinWidth=0.463975
         WinHeight=0.040000
         RenderWeight=1.060000
         TabOrder=5
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     co_Crosshair=moComboBox'GUI2K4.UT2K4Tab_WeaponPref.GameCrossHair'

     Begin Object Class=moSlider Name=GameHudCrossHairR
         MaxValue=255.000000
         bIntSlider=Wahr
         CaptionWidth=0.300000
         Caption="Red:"
         LabelColor=(B=0,R=255)
         OnCreateComponent=GameHudCrossHairR.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Changes the color of your crosshair."
         WinTop=0.480822
         WinLeft=0.027203
         WinWidth=0.644366
         RenderWeight=0.550000
         TabOrder=6
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     sl_Red=moSlider'GUI2K4.UT2K4Tab_WeaponPref.GameHudCrossHairR'

     Begin Object Class=moSlider Name=GameHudCrossHairB
         MaxValue=255.000000
         bIntSlider=Wahr
         CaptionWidth=0.300000
         Caption="Blue:"
         LabelColor=(B=255)
         OnCreateComponent=GameHudCrossHairB.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Changes the color of your crosshair."
         WinTop=0.609094
         WinLeft=0.027203
         WinWidth=0.644366
         RenderWeight=0.550000
         TabOrder=8
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     sl_Blue=moSlider'GUI2K4.UT2K4Tab_WeaponPref.GameHudCrossHairB'

     Begin Object Class=moSlider Name=GameHudCrossHairG
         MaxValue=255.000000
         bIntSlider=Wahr
         CaptionWidth=0.300000
         Caption="Green:"
         LabelColor=(B=0,G=255)
         OnCreateComponent=GameHudCrossHairG.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Changes the color of your crosshair."
         WinTop=0.544958
         WinLeft=0.027203
         WinWidth=0.644366
         RenderWeight=0.550000
         TabOrder=7
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     sl_Green=moSlider'GUI2K4.UT2K4Tab_WeaponPref.GameHudCrossHairG'

     Begin Object Class=moSlider Name=GameHudCrossHairA
         MaxValue=255.000000
         bIntSlider=Wahr
         CaptionWidth=0.300000
         Caption="Opacity:"
         LabelColor=(B=255,G=255,R=255)
         OnCreateComponent=GameHudCrossHairA.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Changes the opacity of your crosshair."
         WinTop=0.671927
         WinLeft=0.027203
         WinWidth=0.644366
         RenderWeight=0.550000
         TabOrder=9
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     sl_Alpha=moSlider'GUI2K4.UT2K4Tab_WeaponPref.GameHudCrossHairA'

     Begin Object Class=moSlider Name=GameHudCrosshairScale
         MaxValue=2.000000
         CaptionWidth=0.300000
         Caption="Scale:"
         LabelColor=(B=255,G=255,R=255)
         OnCreateComponent=GameHudCrosshairScale.InternalOnCreateComponent
         IniOption="@Internal"
         Hint="Changes the crosshair scale."
         WinTop=0.733124
         WinLeft=0.027203
         WinWidth=0.644366
         RenderWeight=0.550000
         TabOrder=10
         OnChange=UT2K4Tab_WeaponPref.InternalOnChange
         OnLoadINI=UT2K4Tab_WeaponPref.InternalOnLoadINI
     End Object
     sl_CrosshairScale=moSlider'GUI2K4.UT2K4Tab_WeaponPref.GameHudCrosshairScale'

     SpinnyWeapOffset=(X=100.000000,Y=1.500000,Z=-10.000000)
     WeaponIndex=-1
     MaxCrosshairWidth=0.071922
     MaxCrosshairHeight=0.121081
     HiddenText="Hidden"
     LoadingText="...Loading Weapon Database..."
     PanelCaption="Weapons"
     WinTop=0.150000
     WinHeight=0.740000
     OnRendered=UT2K4Tab_WeaponPref.InternalDraw
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Fr 30.3.2007 08:43:56.000 - Creation time: Mo 16.4.2007 11:20:56.843 - Created with UnCodeX