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XInterface.HudBDeathMatch

Extends
HudBase
Modifiers
config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Hud
      |   
      +-- XInterface.HudBase
         |   
         +-- XInterface.HudBDeathMatch

Direct Known Subclasses:

HudBTeamDeathMatch

Constants Summary
WEAPON_BAR_SIZE=9

Variables Summary
boolbRealSmallWeaponBar
soundCountDown[10]
floatCurAmmoPrimary
floatCurEnergy
floatCurHealth
intCurRank
intCurScore
floatCurShield
floatLastHealth
floatLastShield
soundLongCount[6]
floatMaxAmmoPrimary
floatMaxEnergy
floatMaxShield
array<SceneManager>MySceneManagers
PlayerReplicationInfoNamedPlayer
floatNameTime
floatOldHUDScale
intOldRemainingTime
MaterialPortrait
floatPortraitTime
floatPortraitX
floatpulseArmorIcon
floatpulseHealthIcon
intScoreDiff
HudBDeathMatch
floataccumData[4]
NumericWidgetAdrenalineCount
SpriteWidgetAdrenalineIcon
boolAdrenalineReady
SpriteWidgetAdrenaline[5]
NumericWidgetAmmoCount
SpriteWidgetAmmoIcon
boolArmorGlow
class<Weapon>BaseWeapons[WEAPON_BAR_SIZE]
NumericWidgetComboCount
floatcomboTime
floatCurrentWeaponPositionX
floatCurrentWeaponPositionY
DigitSetDigitsBig
boolDisplaying
boolgrowing
floatgrowScale[4]
floatgrowTrace[4]
NumericWidgetHealthCount
SpriteWidgetHealthIcon
ColorLevelActionFontColor
FontLevelActionFontFont
floatLevelActionPositionX
floatLevelActionPositionY
SpriteWidgetLHud1[4]
SpriteWidgetLHud2[4]
floatLogoPosX
floatLogoPosY
floatLogoScaleX
floatLogoScaleY
TextureLogoTexture
boolLowHealthPulse
NumericWidgetmyRank
NumericWidgetmyScore
NumericWidgetmySpread
intpulse[5]
SpriteWidgetReloadingFill
SpriteWidgetReloadingTeamTint
SpriteWidgetReloadingTrim
SpriteWidgetRHud1[4]
SpriteWidgetRHud2[4]
SpriteWidgetScoreBg[4]
NumericWidgetShieldCount
SpriteWidgetShieldIcon
SpriteWidgetShieldIconGlow
boolTeamLinked
floattestLerp
floatTransRechargeAmount
SpriteWidgetUDamageFill
SpriteWidgetUDamageTeamTint
SpriteWidgetUDamageTrim
SpriteWidgetWeaponBarAmmoFill[WEAPON_BAR_SIZE]
SpriteWidgetWeaponBarIcon[WEAPON_BAR_SIZE]
SpriteWidgetWeaponBarTint[WEAPON_BAR_SIZE]
SpriteWidgetWeaponBarTrim[WEAPON_BAR_SIZE]
Inherited Variables from XInterface.HudBase
AtMenus, bHideWeaponName, bIsCinematic, bShowTargeting, bUseCustomWeaponCrosshairs, bUsingCustomHUDColor, CroppingAmount, CroppingMaterial, Crosshairs, CustomHUDColor, DamageFlash[4], DamageTime[4], DoCropping, Emphasized[4], FontsPrecached, InitialViewingString, InstrDelta, InstrRate, InstructionFontFont, InstructionFontName, InstructionKeyText, InstructionText, InstructTextBorderX, InstructTextBorderY, LastWeaponName, LevelActionFontName, LevelActionLoading, LevelActionPaused, LocalMessages[8], LocationDot, NowViewing, PassStyle, ScoreText, TargetingLocation, TargetingSize, TargetMaterial, TeamIndex, text, VoteMenuClass, WaitingToSpawn, WeaponDrawColor, WeaponDrawTimer, WonMatchPostFix, WonMatchPrefix, YouveLostTheMatch, YouveWonTheMatch
Inherited Variables from Engine.Hud
bBuiltMOTD, bCrosshairShow, bHideHUD, BlackColor, BlueColor, bMessageBeep, bNoEnemyNames, bShowBadConnectionAlert, bShowDebugInfo, bShowLocalStats, bShowPersonalInfo, bShowPoints, bShowPortrait, bShowPortraitVC, bShowScoreBoard, bShowVoteMenu, bShowWeaponBar, bShowWeaponInfo, bSmallWeaponBar, ConsoleColor, ConsoleFontSize, ConsoleMessageCount, ConsoleMessagePosX, ConsoleMessagePosY, CrossHairColor, CrosshairOpacity, CrosshairScale, CrosshairStyle, CyanColor, FontArrayFonts[9], FontArrayNames[9], FontScreenWidthMedium[9], FontScreenWidthSmall[9], GoldColor, GrayColor, GreenColor, HudCanvasScale, HudOpacity, HudScale, LastAmmoPickupTime, LastArmorPickupTime, LastHealthPickupTime, LastPickupTime, LastPlayerIDTalking, LastPlayerIDTalkingTime, LastVoiceGain, LastVoiceGainTime, LastWeaponPickupTime, LocalStatsScreen, MessageFontOffset, MOTDColor, MOTDState, MOTD[4], Overlays, OverrideConsoleFont, OverrideConsoleFontName, PawnOwner, PawnOwnerPRI, PlayerConsole, PlayerOwner, PortraitPRI, ProgressFadeTime, ProgressFontFont, ProgressFontName, PurpleColor, RedColor, ResScaleX, ResScaleY, ScoreBoard, SubTitles, TextMessages[8], TurqColor, VoteMenu, WhiteColor

Enumerations Summary
Inherited Enumerations from XInterface.HudBase
EScaleMode

Structures Summary
Inherited Structures from XInterface.HudBase
DigitSet, HudLocalizedMessage, NumericWidget, SpriteWidget
Inherited Structures from Engine.Hud
ConsoleMessage

Functions Summary
function ArmorPulse (float deltaTime, float max, float min, out SpriteWidget sprite, int tIndex, float pRate)
function CalculateAmmo ()
function CalculateEnergy ()
function CalculateHealth ()
function CalculateScore ()
function CalculateShield ()
function CheckCountdown (GameReplicationInfo GRI)
functionbool CustomCrosshairColorAllowed ()
functionbool CustomCrosshairsAllowed ()
functionbool CustomHUDColorAllowed ()
function DisplayEnemyName (Canvas C, PlayerReplicationInfo PRI)
function DisplayPortrait (PlayerReplicationInfo PRI)
function DisplayVoiceGain (Canvas C)
function DrawCrosshair (Canvas C)
function DrawEnemyName (Canvas C)
function DrawHudPassA (Canvas C)
function DrawHudPassC (Canvas C)
functionbool DrawLevelAction (Canvas C)
function DrawSpectatingHud (Canvas C)
function DrawWeaponBar (Canvas C)
functionString GetInfoString ()
functionstring GetScoreTagLine ()
functionstring GetScoreText ()
functionstring GetScoreValue (PlayerReplicationInfo PRI)
functionfont LoadLevelActionFont ()
function LowHealth (float deltaTime, float max, float min, out SpriteWidget sprite, int tIndex, loat pRate)
function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType)
function PostBeginPlay ()
function pulseNumber (int gIndex, out NumericWidget number, float nScale, float growSpeed, float deltaTime, float oScale, loat test1, loat test2, float first, float last)
function pulseWidget (float deltaTime, float max, float min, out SpriteWidget sprite, int tIndex, int pIndex, float pRate)
function SetCustomCrosshairColors ()
function SetCustomCrosshairs ()
function SetCustomHUDColor ()
function SetHUDScale ()
function SetSmallWeaponBar ()
function ShowPointBarBottom (Canvas C)
function ShowPointBarTop (Canvas C)
function Tick (float deltaTime)
function UpdateHud ()
function UpdatePrecacheMaterials ()
function UpdateRankAndSpread (Canvas C)
Inherited Functions from XInterface.HudBase
ClearMessage, CreateKeyMenus, CustomHUDColorAllowed, DisplayHit, DisplayLocalMessages, Draw2DLocationDot, DrawCinematicHUD, DrawDamageIndicators, DrawHeadShotSphere, DrawHud, DrawHudPassA, DrawHudPassB, DrawHudPassC, DrawHudPassD, DrawInstructionGfx, DrawInstructionKeyText, DrawInstructionText, DrawIntroSubtitles, DrawMessage, DrawNumericWidget, DrawSpriteWidget, DrawTargeting, DrawVehicleName, DrawWeaponName, GetLocalStatsScreen, GetScreenCoords, GetTeamColor, LayoutMessage, LoadInstructionFont, LocalizedMessage, Message, PostBeginPlay, PrecacheFonts, SetCropping, SetCustomHUDColor, SetInstructionKeyText, SetInstructionText, SetTargeting, Tick, UpdateHud
Inherited Functions from Engine.Hud
AddHudOverlay, AddTextMessage, AnnouncementPlayed, BuildMOTD, CanvasDrawActors, CheckCountdown, ConnectFailure, CreateKeyMenus, Destroyed, DisplayBadConnectionAlert, DisplayHit, DisplayMessages, DisplayPortrait, DisplayProgressMessages, Draw3DLine, DrawCanvasLine, DrawCinematicHUD, DrawCrosshair, DrawCustomBeacon, DrawHud, DrawInstructionGfx, DrawLevelAction, DrawRoute, DrawSpectatingHud, DrawTargeting, DrawTypingPrompt, FadeZoom, GetConsoleFont, GetFontSizeIndex, GetLocalStatsScreen, GetMediumFont, GetMediumFontFor, GrowHUD, IsInCinematic, LargerFontThan, LinkActors, LoadFont, LoadFontStatic, LoadProgressFont, LocalizedMessage, Message, NextStats, PostBeginPlay, PostRender, RemoveHudOverlay, Reset, SetCropping, SetInstructionKeyText, SetInstructionText, SetScoreBoardClass, SetTargeting, ShowDebug, ShowHud, ShowScores, ShowStats, ShrinkHUD, StaticDrawCanvasLine, WorldSpaceOverlays


Constants Detail

WEAPON_BAR_SIZE Source code

const WEAPON_BAR_SIZE = 9;


Variables Detail

bRealSmallWeaponBar Source code

var bool bRealSmallWeaponBar;

CountDown[10] Source code

var sound CountDown[10];

CurAmmoPrimary Source code

var transient float CurAmmoPrimary;

CurEnergy Source code

var transient float CurEnergy;

CurHealth Source code

var transient float CurHealth;

CurRank Source code

var transient int CurRank;

CurScore Source code

var transient int CurScore;

CurShield Source code

var transient float CurShield;

LastHealth Source code

var transient float LastHealth;

LastShield Source code

var transient float LastShield;

LongCount[6] Source code

var sound LongCount[6];

MaxAmmoPrimary Source code

var transient float MaxAmmoPrimary;

MaxEnergy Source code

var transient float MaxEnergy;

MaxShield Source code

var transient float MaxShield;

MySceneManagers Source code

var array<SceneManager> MySceneManagers;

NamedPlayer Source code

var PlayerReplicationInfo NamedPlayer;

NameTime Source code

var float NameTime;

OldHUDScale Source code

var float OldHUDScale;

OldRemainingTime Source code

var int OldRemainingTime;

Portrait Source code

var Material Portrait;

PortraitTime Source code

var float PortraitTime;

PortraitX Source code

var float PortraitX;

pulseArmorIcon Source code

var transient float pulseArmorIcon;

pulseHealthIcon Source code

var transient float pulseHealthIcon;

ScoreDiff Source code

var transient int ScoreDiff;

HudBDeathMatch

accumData[4] Source code

var(HudBDeathMatch) float accumData[4];

AdrenalineCount Source code

var(HudBDeathMatch) NumericWidget AdrenalineCount;

AdrenalineIcon Source code

var(HudBDeathMatch) SpriteWidget AdrenalineIcon;

AdrenalineReady Source code

var(HudBDeathMatch) bool AdrenalineReady;

Adrenaline[5] Source code

var(HudBDeathMatch) SpriteWidget Adrenaline[5];

AmmoCount Source code

var(HudBDeathMatch) NumericWidget AmmoCount;

AmmoIcon Source code

var(HudBDeathMatch) SpriteWidget AmmoIcon;

ArmorGlow Source code

var(HudBDeathMatch) bool ArmorGlow;

BaseWeapons[WEAPON_BAR_SIZE] Source code

var(HudBDeathMatch) class<Weapon> BaseWeapons[WEAPON_BAR_SIZE];

ComboCount Source code

var(HudBDeathMatch) NumericWidget ComboCount;

comboTime Source code

var(HudBDeathMatch) float comboTime;

CurrentWeaponPositionX Source code

var(HudBDeathMatch) float CurrentWeaponPositionX;

CurrentWeaponPositionY Source code

var(HudBDeathMatch) float CurrentWeaponPositionY;

DigitsBig Source code

var(HudBDeathMatch) DigitSet DigitsBig;

Displaying Source code

var(HudBDeathMatch) bool Displaying;

growing Source code

var(HudBDeathMatch) bool growing;

growScale[4] Source code

var(HudBDeathMatch) float growScale[4];

growTrace[4] Source code

var(HudBDeathMatch) float growTrace[4];

HealthCount Source code

var(HudBDeathMatch) NumericWidget HealthCount;

HealthIcon Source code

var(HudBDeathMatch) SpriteWidget HealthIcon;

LevelActionFontColor Source code

var(HudBDeathMatch) Color LevelActionFontColor;

LevelActionFontFont Source code

var(HudBDeathMatch) Font LevelActionFontFont;

LevelActionPositionX Source code

var(HudBDeathMatch) float LevelActionPositionX;

LevelActionPositionY Source code

var(HudBDeathMatch) float LevelActionPositionY;

LHud1[4] Source code

var(HudBDeathMatch) SpriteWidget LHud1[4];

LHud2[4] Source code

var(HudBDeathMatch) SpriteWidget LHud2[4];

LogoPosX Source code

var(HudBDeathMatch) float LogoPosX;

LogoPosY Source code

var(HudBDeathMatch) float LogoPosY;

LogoScaleX Source code

var(HudBDeathMatch) float LogoScaleX;

LogoScaleY Source code

var(HudBDeathMatch) float LogoScaleY;

LogoTexture Source code

var(HudBDeathMatch) Texture LogoTexture;

LowHealthPulse Source code

var(HudBDeathMatch) bool LowHealthPulse;

myRank Source code

var(HudBDeathMatch) NumericWidget myRank;

myScore Source code

var(HudBDeathMatch) NumericWidget myScore;

mySpread Source code

var(HudBDeathMatch) NumericWidget mySpread;

pulse[5] Source code

var(HudBDeathMatch) int pulse[5];

ReloadingFill Source code

var(HudBDeathMatch) SpriteWidget ReloadingFill;

ReloadingTeamTint Source code

var(HudBDeathMatch) SpriteWidget ReloadingTeamTint;

ReloadingTrim Source code

var(HudBDeathMatch) SpriteWidget ReloadingTrim;

RHud1[4] Source code

var(HudBDeathMatch) SpriteWidget RHud1[4];

RHud2[4] Source code

var(HudBDeathMatch) SpriteWidget RHud2[4];

ScoreBg[4] Source code

var(HudBDeathMatch) SpriteWidget ScoreBg[4];

ShieldCount Source code

var(HudBDeathMatch) NumericWidget ShieldCount;

ShieldIcon Source code

var(HudBDeathMatch) SpriteWidget ShieldIcon;

ShieldIconGlow Source code

var(HudBDeathMatch) SpriteWidget ShieldIconGlow;

TeamLinked Source code

var(HudBDeathMatch) bool TeamLinked;

testLerp Source code

var(HudBDeathMatch) float testLerp;

TransRechargeAmount Source code

var(HudBDeathMatch) float TransRechargeAmount;

UDamageFill Source code

var(HudBDeathMatch) SpriteWidget UDamageFill;

UDamageTeamTint Source code

var(HudBDeathMatch) SpriteWidget UDamageTeamTint;

UDamageTrim Source code

var(HudBDeathMatch) SpriteWidget UDamageTrim;

WeaponBarAmmoFill[WEAPON_BAR_SIZE] Source code

var(HudBDeathMatch) SpriteWidget WeaponBarAmmoFill[WEAPON_BAR_SIZE];

WeaponBarIcon[WEAPON_BAR_SIZE] Source code

var(HudBDeathMatch) SpriteWidget WeaponBarIcon[WEAPON_BAR_SIZE];

WeaponBarTint[WEAPON_BAR_SIZE] Source code

var(HudBDeathMatch) SpriteWidget WeaponBarTint[WEAPON_BAR_SIZE];

WeaponBarTrim[WEAPON_BAR_SIZE] Source code

var(HudBDeathMatch) SpriteWidget WeaponBarTrim[WEAPON_BAR_SIZE];


Functions Detail

ArmorPulse Source code

simulated function ArmorPulse ( float deltaTime, float max, float min, out SpriteWidget sprite, int tIndex, float pRate )

CalculateAmmo Source code

simulated function CalculateAmmo ( )

CalculateEnergy Source code

simulated function CalculateEnergy ( )

CalculateHealth Source code

simulated function CalculateHealth ( )

CalculateScore Source code

simulated function CalculateScore ( )

CalculateShield Source code

simulated function CalculateShield ( )

CheckCountdown Source code

function CheckCountdown ( GameReplicationInfo GRI )

CustomCrosshairColorAllowed Source code

function bool CustomCrosshairColorAllowed ( )

CustomCrosshairsAllowed Source code

function bool CustomCrosshairsAllowed ( )

CustomHUDColorAllowed Source code

function bool CustomHUDColorAllowed ( )

DisplayEnemyName Source code

function DisplayEnemyName ( Canvas C, PlayerReplicationInfo PRI )

DisplayPortrait Source code

function DisplayPortrait ( PlayerReplicationInfo PRI )

DisplayVoiceGain Source code

function DisplayVoiceGain ( Canvas C )

DrawCrosshair Source code

simulated function DrawCrosshair ( Canvas C )

DrawEnemyName Source code

function DrawEnemyName ( Canvas C )

DrawHudPassA Source code

simulated function DrawHudPassA ( Canvas C )

DrawHudPassC Source code

simulated function DrawHudPassC ( Canvas C )

DrawLevelAction Source code

function bool DrawLevelAction ( Canvas C )

DrawSpectatingHud Source code

simulated function DrawSpectatingHud ( Canvas C )

DrawWeaponBar Source code

simulated function DrawWeaponBar ( Canvas C )

GetInfoString Source code

simulated function String GetInfoString ( )

GetScoreTagLine Source code

simulated function string GetScoreTagLine ( )

GetScoreText Source code

simulated function string GetScoreText ( )

GetScoreValue Source code

simulated function string GetScoreValue ( PlayerReplicationInfo PRI )

LoadLevelActionFont Source code

simulated function font LoadLevelActionFont ( )

LowHealth Source code

simulated function LowHealth ( float deltaTime, float max, float min, out SpriteWidget sprite, int tIndex,float pRate )

Message Source code

simulated function Message ( PlayerReplicationInfo PRI, coerce string Msg, name MsgType )

PostBeginPlay Source code

function PostBeginPlay ( )

pulseNumber Source code

simulated function pulseNumber ( int gIndex, out NumericWidget number, float nScale, float growSpeed, float deltaTime, float oScale ,float test1,float test2, float first, float last )

pulseWidget Source code

simulated function pulseWidget ( float deltaTime, float max, float min, out SpriteWidget sprite, int tIndex, int pIndex, float pRate )

SetCustomCrosshairColors Source code

function SetCustomCrosshairColors ( )

SetCustomCrosshairs Source code

function SetCustomCrosshairs ( )

SetCustomHUDColor Source code

function SetCustomHUDColor ( )

SetHUDScale Source code

function SetHUDScale ( )

SetSmallWeaponBar Source code

function SetSmallWeaponBar ( )

ShowPointBarBottom Source code

simulated function ShowPointBarBottom ( Canvas C )

ShowPointBarTop Source code

simulated function ShowPointBarTop ( Canvas C )

Tick Source code

simulated function Tick ( float deltaTime )

UpdateHud Source code

simulated function UpdateHud ( )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )

UpdateRankAndSpread Source code

simulated function UpdateRankAndSpread ( Canvas C )


Defaultproperties

defaultproperties
{
     DigitsBig=(DigitTexture=Texture'InterfaceContent.HUD.SkinA',TextureCoords[0]=(X1=100,Y1=400,X2=199,Y2=499),TextureCoords[1]=(X2=99,Y2=99),TextureCoords[2]=(X1=100,X2=199,Y2=99),TextureCoords[3]=(Y1=100,X2=99,Y2=199),TextureCoords[4]=(X1=100,Y1=100,X2=199,Y2=199),TextureCoords[5]=(Y1=200,X2=99,Y2=299),TextureCoords[6]=(X1=100,Y1=200,X2=199,Y2=299),TextureCoords[7]=(Y1=300,X2=99,Y2=399),TextureCoords[8]=(X1=100,Y1=300,X2=199,Y2=399),TextureCoords[9]=(Y1=400,X2=99,Y2=499),TextureCoords[10]=(X1=200,X2=299,Y2=99))
     LHud1(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=763,X2=298,Y2=1023),TextureScale=0.300000,PosY=0.835000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     LHud1(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=299,Y1=763,X2=454,Y2=1023),TextureScale=0.300000,PosY=0.835000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     LHud1(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=455,Y1=763,X2=610,Y2=1023),TextureScale=0.300000,PosY=0.835000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     LHud1(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(Y1=880,X2=142,Y2=1023),TextureScale=0.300000,PosY=0.835000,OffsetX=85,OffsetY=50,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     LHud2(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=611,Y1=900,X2=979,Y2=1023),TextureScale=0.300000,PosY=0.835000,OffsetX=180,OffsetY=60,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     LHud2(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=611,Y1=777,X2=979,Y2=899),TextureScale=0.300000,PosY=0.835000,OffsetX=180,OffsetY=60,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     LHud2(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=611,Y1=654,X2=979,Y2=776),TextureScale=0.300000,PosY=0.835000,OffsetX=180,OffsetY=60,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     LHud2(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=810,Y1=200,X2=1023,Y2=413),TextureScale=0.250000,PosY=0.835000,OffsetX=90,OffsetY=35,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=100),Tints[1]=(G=255,R=255,A=100))
     RHud1(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=298,Y1=763,X2=143,Y2=1023),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     RHud1(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=454,Y1=763,X2=299,Y2=1023),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     RHud1(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=610,Y1=763,X2=455,Y2=1023),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     RHud1(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=142,Y1=880,Y2=1023),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-85,OffsetY=50,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     RHud2(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=979,Y1=900,X2=611,Y2=1023),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-180,OffsetY=60,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     RHud2(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=979,Y1=777,X2=611,Y2=899),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-180,OffsetY=60,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     RHud2(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=979,Y1=654,X2=611,Y2=776),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-180,OffsetY=60,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     RHud2(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=810,Y1=200,X2=1023,Y2=413),TextureScale=0.250000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-68,OffsetY=37,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarAmmoFill(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.095000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.185000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.275000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.365000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(4)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.455000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(5)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.545000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(6)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.635000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(7)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.725000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarAmmoFill(8)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=741,X2=332,Y2=749),TextureScale=0.300000,PosX=0.815000,PosY=0.993000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=200),Tints[1]=(G=255,R=255,A=200))
     WeaponBarTint(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.095000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.185000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.275000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.365000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(4)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.455000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(5)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.545000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(6)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.635000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(7)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.725000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTint(8)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=678,X2=332,Y2=749),TextureScale=0.300000,PosX=0.815000,PosY=0.950000,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     WeaponBarTrim(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.095000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.185000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.275000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.365000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(4)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.455000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(5)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.545000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(6)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.635000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(7)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.725000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarTrim(8)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=143,Y1=533,X2=332,Y2=605),TextureScale=0.300000,PosX=0.815000,PosY=0.950000,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     WeaponBarIcon(0)=(RenderStyle=STY_Alpha,TextureCoords=(X1=169,Y1=39,X2=241,Y2=77),TextureScale=0.530000,PosX=0.139000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(1)=(RenderStyle=STY_Alpha,TextureCoords=(X1=245,Y1=39,X2=329,Y2=79),TextureScale=0.530000,PosX=0.219000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(2)=(RenderStyle=STY_Alpha,TextureCoords=(X1=179,Y1=127,X2=241,Y2=175),TextureScale=0.530000,PosX=0.300000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(3)=(RenderStyle=STY_Alpha,TextureCoords=(X1=250,Y1=110,X2=330,Y2=145),TextureScale=0.530000,PosX=0.380000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(4)=(RenderStyle=STY_Alpha,TextureCoords=(X1=169,Y1=78,X2=244,Y2=124),TextureScale=0.530000,PosX=0.460000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(5)=(RenderStyle=STY_Alpha,TextureCoords=(X1=246,Y1=80,X2=332,Y2=106),TextureScale=0.530000,PosX=0.540000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(6)=(RenderStyle=STY_Alpha,TextureCoords=(X1=169,Y1=172,X2=245,Y2=208),TextureScale=0.530000,PosX=0.621000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(7)=(RenderStyle=STY_Alpha,TextureCoords=(X1=253,Y1=146,X2=333,Y2=181),TextureScale=0.530000,PosX=0.700000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     WeaponBarIcon(8)=(RenderStyle=STY_Alpha,TextureCoords=(X1=246,Y1=182,X2=331,Y2=210),TextureScale=0.530000,PosX=0.780000,PosY=1.000000,OffsetX=18,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     BaseWeapons(0)=Class'XWeapons.ShieldGun'
     BaseWeapons(1)=Class'XWeapons.AssaultRifle'
     BaseWeapons(2)=Class'XWeapons.BioRifle'
     BaseWeapons(3)=Class'XWeapons.ShockRifle'
     BaseWeapons(4)=Class'XWeapons.LinkGun'
     BaseWeapons(5)=Class'XWeapons.Minigun'
     BaseWeapons(6)=Class'XWeapons.FlakCannon'
     BaseWeapons(7)=Class'XWeapons.RocketLauncher'
     BaseWeapons(8)=Class'XWeapons.SniperRifle'
     AmmoIcon=(RenderStyle=STY_Alpha,TextureScale=0.450000,PosX=1.000000,PosY=0.835000,OffsetX=-151,OffsetY=44,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ScoreBg(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=611,Y1=900,X2=979,Y2=1023),TextureScale=0.230000,OffsetX=95,OffsetY=10,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     ScoreBg(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=611,Y1=777,X2=979,Y2=899),TextureScale=0.230000,OffsetX=95,OffsetY=10,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     ScoreBg(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=611,Y1=654,X2=979,Y2=776),TextureScale=0.230000,OffsetX=95,OffsetY=10,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     ScoreBg(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(Y1=880,X2=142,Y2=1023),TextureScale=0.230000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     Adrenaline(0)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=979,Y1=900,X2=611,Y2=1023),TextureScale=0.230000,DrawPivot=DP_UpperRight,PosX=1.000000,OffsetX=-95,OffsetY=10,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     Adrenaline(1)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=979,Y1=777,X2=611,Y2=899),TextureScale=0.230000,DrawPivot=DP_UpperRight,PosX=1.000000,OffsetX=-95,OffsetY=10,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     Adrenaline(2)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=979,Y1=654,X2=611,Y2=776),TextureScale=0.230000,DrawPivot=DP_UpperRight,PosX=1.000000,OffsetX=-95,OffsetY=10,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     Adrenaline(3)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(Y1=880,X2=142,Y2=1023),TextureScale=0.230000,DrawPivot=DP_UpperRight,PosX=1.000000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     Adrenaline(4)=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=810,Y1=200,X2=1023,Y2=413),TextureScale=0.200000,DrawPivot=DP_UpperRight,PosX=1.000000,OffsetX=35,OffsetY=-28,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255),Tints[1]=(G=255,R=255))
     HealthIcon=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(Y1=750,X2=142,Y2=879),TextureScale=0.300000,PosY=0.835000,OffsetX=82,OffsetY=55,Scale=1.000000,Tints[0]=(B=255,A=255),Tints[1]=(B=255,A=255))
     AdrenalineCount=(RenderStyle=STY_Alpha,TextureScale=0.180000,DrawPivot=DP_UpperRight,PosX=1.000000,OffsetX=-260,OffsetY=40,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     HealthCount=(RenderStyle=STY_Alpha,TextureScale=0.250000,DrawPivot=DP_MiddleRight,PosY=0.835000,OffsetX=620,OffsetY=145,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     AmmoCount=(RenderStyle=STY_Alpha,TextureScale=0.250000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-340,OffsetY=95,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ShieldCount=(RenderStyle=STY_Alpha,TextureScale=0.250000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.835000,OffsetY=145,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     mySpread=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.090000,DrawPivot=DP_UpperRight,OffsetX=655,OffsetY=135,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     myRank=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.150000,DrawPivot=DP_UpperRight,OffsetX=150,OffsetY=40,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     MyScore=(RenderStyle=STY_Alpha,MinDigitCount=2,TextureScale=0.180000,DrawPivot=DP_UpperRight,OffsetX=560,OffsetY=40,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ShieldIconGlow=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=333,Y1=584,X2=457,Y2=749),TextureScale=0.260000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.835000,OffsetX=-1,OffsetY=125,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ShieldIcon=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=458,Y1=584,X2=583,Y2=749),TextureScale=0.250000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.835000,OffsetY=130,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     AdrenalineIcon=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(Y1=620,X2=142,Y2=749),TextureScale=0.230000,DrawPivot=DP_UpperRight,PosX=1.000000,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     ReloadingTeamTint=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=836,Y1=454,X2=450,Y2=490),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-137,OffsetY=15,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     ReloadingTrim=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=836,Y1=415,X2=450,Y2=453),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-137,OffsetY=15,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     ReloadingFill=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=836,Y1=454,X2=450,Y2=490),TextureScale=0.300000,DrawPivot=DP_UpperRight,PosX=1.000000,PosY=0.835000,OffsetX=-137,OffsetY=15,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     UDamageTeamTint=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=836,Y1=490,X2=450,Y2=454),TextureScale=0.300000,PosY=0.835000,OffsetX=137,OffsetY=15,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(R=255,A=50),Tints[1]=(B=255,G=64,A=50))
     UDamageTrim=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=836,Y1=453,X2=450,Y2=415),TextureScale=0.300000,PosY=0.835000,OffsetX=137,OffsetY=15,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(G=255,R=255,A=255),Tints[1]=(G=255,R=255,A=255))
     UDamageFill=(WidgetTexture=Texture'InterfaceContent.HUD.SkinA',RenderStyle=STY_Alpha,TextureCoords=(X1=836,Y1=490,X2=450,Y2=454),TextureScale=0.300000,PosY=0.835000,OffsetX=137,OffsetY=15,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,R=255,A=255),Tints[1]=(B=255,R=255,A=255))
     LevelActionFontColor=(B=255,G=255,R=255,A=255)
     LevelActionPositionX=0.500000
     LevelActionPositionY=0.250000
     CurrentWeaponPositionX=0.845000
     CurrentWeaponPositionY=0.900000
     LogoTexture=Texture'InterfaceContent.Logos.Logo'
     LogoScaleX=0.250000
     LogoScaleY=0.250000
     LogoPosX=0.490000
     LogoPosY=0.150000
     OldHUDScale=1.000000
     CountDown(0)=Sound'AnnouncerMale2K4.Generic.one'
     CountDown(1)=Sound'AnnouncerMale2K4.Generic.two'
     CountDown(2)=Sound'AnnouncerMale2K4.Generic.three'
     CountDown(3)=Sound'AnnouncerMale2K4.Generic.four'
     CountDown(4)=Sound'AnnouncerMale2K4.Generic.five'
     CountDown(5)=Sound'AnnouncerMale2K4.Generic.six'
     CountDown(6)=Sound'AnnouncerMale2K4.Generic.seven'
     CountDown(7)=Sound'AnnouncerMale2K4.Generic.eight'
     CountDown(8)=Sound'AnnouncerMale2K4.Generic.nine'
     CountDown(9)=Sound'AnnouncerMale2K4.Generic.ten'
     LongCount(0)=Sound'AnnouncerMale2K4.Generic.5_minute_warning'
     LongCount(1)=Sound'AnnouncerMale2K4.Generic.3_minutes_remain'
     LongCount(2)=Sound'AnnouncerMale2K4.Generic.2_minutes_remain'
     LongCount(3)=Sound'AnnouncerMale2K4.Generic.1_minute_remains'
     LongCount(4)=Sound'AnnouncerMale2K4.Generic.30_seconds_remain'
     LongCount(5)=Sound'AnnouncerMale2K4.Generic.20_seconds'
     bSmallWeaponBar=True
     ConsoleMessagePosX=0.005000
     ConsoleMessagePosY=0.825000
}

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Creation time: Wed 7/2/2007 19:16:02.187 - Created with UnCodeX