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//============================================================================== // 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 } |
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