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SkaarjPack.HUDInvasion


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class HUDInvasion extends HudCTeamDeathMatch
    config(user);

var float RadarPulse,RadarScale;
var config float RadarPosX, RadarPosY;
var float LastDrawRadar;
var float MinEnemyDist;

var config bool bNoRadarSound;

#EXEC OBJ LOAD FILE=InterfaceContent.utx
#EXEC OBJ LOAD FILE=AS_FX_TX.utx

simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial(Material'InterfaceContent.HUD.SkinA');
    Level.AddPrecacheMaterial(Material'AS_FX_TX.AssaultRadar');
    Super.UpdatePrecacheMaterials();
}

simulated function ShowTeamScorePassA(Canvas C)
{
    local float RadarWidth, PulseWidth, PulseBrightness;

    RadarScale = Default.RadarScale * HUDScale;
    RadarWidth = 0.5 * RadarScale * C.ClipX;
    PulseWidth = RadarScale * C.ClipX;
    C.DrawColor = RedColor;
    C.Style = ERenderStyle.STY_Translucent;

    PulseBrightness = FMax(0,(1 - 2*RadarPulse) * 255.0);
    C.DrawColor.R = PulseBrightness;
    C.SetPos(RadarPosX*C.ClipX - 0.5*PulseWidth,RadarPosY*C.ClipY+RadarWidth-0.5*PulseWidth);
    C.DrawTile( Material'InterfaceContent.SkinA', PulseWidth, PulseWidth, 0, 880, 142, 142);

    PulseWidth = RadarPulse * RadarScale * C.ClipX;
    C.DrawColor = RedColor;
    C.SetPos(RadarPosX*C.ClipX - 0.5*PulseWidth,RadarPosY*C.ClipY+RadarWidth-0.5*PulseWidth);
    C.DrawTile( Material'InterfaceContent.SkinA', PulseWidth, PulseWidth, 0, 880, 142, 142);

    C.Style = ERenderStyle.STY_Alpha;
    C.DrawColor = GetTeamColor( PawnOwner.GetTeamNum() );
    C.SetPos(RadarPosX*C.ClipX - RadarWidth,RadarPosY*C.ClipY+RadarWidth);
    C.DrawTile( Material'AS_FX_TX.AssaultRadar', RadarWidth, RadarWidth, 0, 512, 512, -512);
    C.SetPos(RadarPosX*C.ClipX,RadarPosY*C.ClipY+RadarWidth);
    C.DrawTile( Material'AS_FX_TX.AssaultRadar', RadarWidth, RadarWidth, 512, 512, -512, -512);
    C.SetPos(RadarPosX*C.ClipX - RadarWidth,RadarPosY*C.ClipY);
    C.DrawTile( Material'AS_FX_TX.AssaultRadar', RadarWidth, RadarWidth, 0, 0, 512, 512);
    C.SetPos(RadarPosX*C.ClipX,RadarPosY*C.ClipY);
    C.DrawTile( Material'AS_FX_TX.AssaultRadar', RadarWidth, RadarWidth, 512, 0, -512, 512);
}

simulated function ShowTeamScorePassC(Canvas C)
{
    local Pawn P;
    local float Dist, MaxDist, RadarWidth, PulseBrightness,Angle,DotSize,OffsetY,OffsetScale;
    local rotator Dir;
    local vector Start;
    
    LastDrawRadar = Level.TimeSeconds;
    RadarWidth = 0.5 * RadarScale * C.ClipX;
    DotSize = 24*C.ClipX*HUDScale/1600;
    if ( PawnOwner == None )
        Start = PlayerOwner.Location;
    else
        Start = PawnOwner.Location;
    
    MaxDist = 3000 * RadarPulse;
    C.Style = ERenderStyle.STY_Translucent;
    OffsetY = RadarPosY + RadarWidth/C.ClipY;
    MinEnemyDist = 3000;
    ForEach DynamicActors(class'Pawn',P)
        if ( P.Health > 0 )
        {
            Dist = VSize(Start - P.Location);
            if ( Dist < 3000 )
            {
                if ( Dist < MaxDist )
                    PulseBrightness = 255 - 255*Abs(Dist*0.00033 - RadarPulse);
                else
                    PulseBrightness = 255 - 255*Abs(Dist*0.00033 - RadarPulse - 1);
                if ( Monster(P) != None )
                {
                    MinEnemyDist = FMin(MinEnemyDist, Dist);
                    C.DrawColor.R = PulseBrightness;
                    C.DrawColor.G = PulseBrightness;
                    C.DrawColor.B = 0;
                }
                else
                {
                    C.DrawColor.R = 0;
                    C.DrawColor.G = 0;
                    C.DrawColor.B = PulseBrightness;
                }
                Dir = rotator(P.Location - Start);
                OffsetScale = RadarScale*Dist*0.000167;
                if ( PawnOwner == None )
                    Angle = ((Dir.Yaw - PlayerOwner.Rotation.Yaw) & 65535) * 6.2832/65536;
                else
                    Angle = ((Dir.Yaw - PawnOwner.Rotation.Yaw) & 65535) * 6.2832/65536;
                C.SetPos(RadarPosX * C.ClipX + OffsetScale * C.ClipX * sin(Angle) - 0.5*DotSize,
                        OffsetY * C.ClipY - OffsetScale * C.ClipX * cos(Angle) - 0.5*DotSize);
                C.DrawTile(Material'InterfaceContent.Hud.SkinA',DotSize,DotSize,838,238,144,144);
            }
        }           
}

simulated function Tick(float DeltaTime)
{
    Super.Tick(DeltaTime);
    RadarPulse = RadarPulse + 0.5 * DeltaTime;
    if ( RadarPulse >= 1 )
    {
        if ( !bNoRadarSound && (Level.TimeSeconds - LastDrawRadar < 0.2) )
            PlayerOwner.ClientPlaySound(Sound'RadarPulseSound',true,FMin(1.0,300/MinEnemyDist));
        RadarPulse = RadarPulse - 1;
    }
}

defaultproperties
{
     RadarScale=0.200000
     RadarPosX=0.900000
     RadarPosY=0.250000
     YouveLostTheMatch="The Invasion Continues"
}

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Class file time: Tue 24/10/2006 17:11:02.000 - Creation time: Wed 7/2/2007 19:16:41.875 - Created with UnCodeX