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class Hud extends Actor native config(user) transient exportstructs; var() PlayerController PlayerOwner; var() Pawn PawnOwner; var() PlayerReplicationInfo PawnOwnerPRI; var() Console PlayerConsole; var() Scoreboard ScoreBoard; var() Scoreboard LocalStatsScreen; // mini hud-menus var() Actor VoteMenu; // hook for mod authors var color WhiteColor, RedColor, GreenColor, CyanColor, BlueColor, GoldColor, PurpleColor, TurqColor, GrayColor, BlackColor; var() bool bShowVoteMenu; var() globalconfig bool bHideHUD; var() bool bShowScoreBoard; // Display current score-board instead of Hud elements var() bool bShowDebugInfo; // if true, show properties of current ViewTarget var() bool bShowBadConnectionAlert; // Display indication of bad connection var() globalconfig bool bMessageBeep; var() globalconfig bool bShowWeaponInfo; var() globalconfig bool bShowPersonalInfo; var() globalconfig bool bShowPoints; var() globalconfig bool bShowWeaponBar; var() globalconfig bool bCrosshairShow; var() globalconfig bool bShowPortrait; var() globalconfig bool bShowPortraitVC; // show portrait for voice chat var globalconfig bool bNoEnemyNames; var globalconfig bool bSmallWeaponBar; var bool bBuiltMOTD; // Set to true when the MOTD has been set var bool bShowLocalStats; var() Color ConsoleColor; var PlayerReplicationInfo PortraitPRI; var() localized string ProgressFontName; var() Font ProgressFontFont; var() localized string OverrideConsoleFontName; var() Font OverrideConsoleFont; var() float ProgressFadeTime; var() Color MOTDColor; var() globalconfig float HudScale; // Global Scale for all widgets var() globalconfig float HudOpacity; // make everything transparent var() globalconfig float HudCanvasScale; // Specifies amount of screen-space to use (for TV's). var() globalconfig int CrosshairStyle; var() globalconfig float CrosshairScale; var() globalconfig float CrosshairOpacity; var() globalconfig color CrossHairColor; var transient float ResScaleX, ResScaleY; var globalconfig int ConsoleMessageCount; var globalconfig int ConsoleFontSize; var globalconfig int MessageFontOffset; struct ConsoleMessage { var string Text; var color TextColor; var float MessageLife; var PlayerReplicationInfo PRI; }; var ConsoleMessage TextMessages[8]; var() float ConsoleMessagePosX, ConsoleMessagePosY; // DP_LowerLeft var localized string FontArrayNames[9]; var Font FontArrayFonts[9]; var int FontScreenWidthMedium[9]; var int FontScreenWidthSmall[9]; var string MOTD[4]; // Holds the expanded MOTD Lines var int MOTDState; var float LastPickupTime, LastAmmoPickupTime, LastWeaponPickupTime, LastHealthPickupTime, LastArmorPickupTime; /* Voice Chat - all are set natively */ var const float LastVoiceGain; var const float LastVoiceGainTime; var int LastPlayerIDTalking; var const float LastPlayerIDTalkingTime; var SceneSubtitles SubTitles; var array<HudOverlay> Overlays; /* Draw3DLine() draw line in world space. Should be used when engine calls RenderWorldOverlays() event. */ native final function Draw3DLine(vector Start, vector End, color LineColor); native final function DrawCanvasLine(float X1, float Y1, float X2, float Y2, color LineColor); native static final function StaticDrawCanvasLine( Canvas C, float X1, float Y1, float X2, float Y2, color LineColor ); delegate OnPostRender(HUD Sender, Canvas C); // Called when PostRender is finished delegate OnBuildMOTD(HUD Sender); // Called when building the message of the day function DrawCustomBeacon(Canvas C, Pawn P, float ScreenLocX, float ScreenLocY) { local texture BeaconTex; local float XL,YL; BeaconTex = PlayerOwner.TeamBeaconTexture; if ( (BeaconTex == None) || (P.PlayerReplicationInfo == None) ) return; if ( P.PlayerReplicationInfo.Team != None ) C.DrawColor = class'PlayerController'.Default.TeamBeaconTeamColors[P.PlayerReplicationInfo.Team.TeamIndex]; else C.DrawColor = class'PlayerController'.Default.TeamBeaconTeamColors[0]; C.StrLen(P.PlayerReplicationInfo.PlayerName, XL, YL); C.SetPos(ScreenLocX - 0.5*XL , ScreenLocY - 0.125 * BeaconTex.VSize - YL); C.DrawText(P.PlayerReplicationInfo.PlayerName,true); C.SetPos(ScreenLocX - 0.125 * BeaconTex.USize, ScreenLocY - 0.125 * BeaconTex.VSize); C.DrawTile(BeaconTex, 0.25 * BeaconTex.USize, 0.25 * BeaconTex.VSize, 0.0, 0.0, BeaconTex.USize, BeaconTex.VSize); } simulated function BuildMOTD() { local int i; local array<string> InMOTD; if (!bBuiltMOTD) OnBuildMOTD(self); if (bBuiltMOTD || PlayerOwner==None || PlayerOwner.GameReplicationInfo==None) return; bBuiltMOTD = true; PlayerOwner.SetProgressTime(6); Split(PlayerOwner.GameReplicationInfo.MessageOfTheDay, "|", InMOTD); for ( i = 0; i < InMOTD.Length && i < ArrayCount(MOTD); i++ ) MOTD[i] = InMOTD[i]; } simulated event PostBeginPlay() { Super.PostBeginPlay(); LinkActors (); CreateKeyMenus(); ForEach AllActors(class'SceneSubTitles', SubTitles) break; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { bShowVoteMenu = false; bShowScoreboard = false; Super.Reset(); } simulated function CreateKeyMenus(); simulated event Destroyed() { if( ScoreBoard != None ) { ScoreBoard.Destroy(); ScoreBoard = None; } if( VoteMenu != None ) { VoteMenu.Destroy(); VoteMenu = None; } Super.Destroyed(); } //============================================================================= // Execs /* toggles displaying scoreboard */ exec function ShowScores() { bShowScoreboard = !bShowScoreboard; } exec function ShowStats() { bShowLocalStats = !bShowLocalStats; } exec function NextStats() { if ( LocalStatsScreen != None ) LocalStatsScreen.NextStats(); } /* toggles displaying properties of player's current viewtarget */ exec function ShowDebug() { bShowDebugInfo = !bShowDebugInfo; } simulated event WorldSpaceOverlays() { if ( bShowDebugInfo && Pawn(PlayerOwner.ViewTarget) != None ) DrawRoute(); } function CheckCountdown(GameReplicationInfo GRI); event ConnectFailure(string FailCode, string URL) { PlayerOwner.ReceiveLocalizedMessage(class'FailedConnect', class'FailedConnect'.Static.GetFailSwitch(FailCode)); } function GetLocalStatsScreen(); simulated event PostRender( canvas Canvas ) { local float XPos, YPos; local plane OldModulate,OM; local color OldColor; local int i; BuildMOTD(); OldModulate = Canvas.ColorModulate; OldColor = Canvas.DrawColor; Canvas.ColorModulate.X = 1; Canvas.ColorModulate.Y = 1; Canvas.ColorModulate.Z = 1; Canvas.ColorModulate.W = HudOpacity/255; LinkActors(); ResScaleX = Canvas.SizeX / 640.0; ResScaleY = Canvas.SizeY / 480.0; CheckCountDown(PlayerOwner.GameReplicationInfo); if ( PawnOwner != None ) { if ( !PlayerOwner.bBehindView ) { if ( PlayerOwner.bDemoOwner || ((Level.NetMode == NM_Client) && (PlayerOwner.Pawn != PawnOwner)) ) PawnOwner.GetDemoRecordingWeapon(); else CanvasDrawActors( Canvas, false ); } else CanvasDrawActors( Canvas, false ); } if ( PawnOwner != None && PawnOwner.bSpecialHUD ) PawnOwner.DrawHud(Canvas); if ( bShowDebugInfo ) { Canvas.Font = GetConsoleFont(Canvas); Canvas.Style = ERenderStyle.STY_Alpha; Canvas.DrawColor = ConsoleColor; PlayerOwner.ViewTarget.DisplayDebug(Canvas, XPos, YPos); if (PlayerOwner.ViewTarget != PlayerOwner && (Pawn(PlayerOwner.ViewTarget) == None || Pawn(PlayerOwner.ViewTarget).Controller == None)) { YPos += XPos * 2; Canvas.SetPos(4, YPos); Canvas.DrawText("----- VIEWER INFO -----"); YPos += XPos; Canvas.SetPos(4, YPos); PlayerOwner.DisplayDebug(Canvas, XPos, YPos); } } else if( !bHideHud ) { if ( bShowLocalStats ) { if ( LocalStatsScreen == None ) GetLocalStatsScreen(); if ( LocalStatsScreen != None ) { OM = Canvas.ColorModulate; Canvas.ColorModulate = OldModulate; LocalStatsScreen.DrawScoreboard(Canvas); DisplayMessages(Canvas); Canvas.ColorModulate = OM; } } else if (bShowScoreBoard) { if (ScoreBoard != None) { OM = Canvas.ColorModulate; Canvas.ColorModulate = OldModulate; ScoreBoard.DrawScoreboard(Canvas); if ( Scoreboard.bDisplayMessages ) DisplayMessages(Canvas); Canvas.ColorModulate = OM; } } else { if ( (PlayerOwner == None) || (PawnOwner == None) || (PawnOwnerPRI == None) || (PlayerOwner.IsSpectating() && PlayerOwner.bBehindView) ) DrawSpectatingHud(Canvas); else if( !PawnOwner.bHideRegularHUD ) DrawHud(Canvas); for (i = 0; i < Overlays.length; i++) Overlays[i].Render(Canvas); if (!DrawLevelAction (Canvas)) { if (PlayerOwner!=None) { if (PlayerOwner.ProgressTimeOut > Level.TimeSeconds) { DisplayProgressMessages (Canvas); } else if (MOTDState==1) MOTDState=2; } } if (bShowBadConnectionAlert) DisplayBadConnectionAlert (Canvas); DisplayMessages(Canvas); } if( bShowVoteMenu && VoteMenu!=None ) VoteMenu.RenderOverlays(Canvas); } else if ( PawnOwner != None ) DrawInstructionGfx(Canvas); PlayerOwner.RenderOverlays(Canvas); if (PlayerOwner.bViewingMatineeCinematic) DrawCinematicHUD(Canvas); if ((PlayerConsole != None) && PlayerConsole.bTyping) DrawTypingPrompt(Canvas, PlayerConsole.TypedStr, PlayerConsole.TypedStrPos); Canvas.ColorModulate=OldModulate; Canvas.DrawColor = OldColor; OnPostRender(Self, Canvas); } // called when viewing a Matinee cinematic simulated function DrawCinematicHUD( Canvas C ) { local int i; if (!bHideHUD && !bShowLocalStats && !bShowScoreBoard) return; //already rendered any overlays for (i = 0; i < Overlays.length; i++) Overlays[i].Render(C); } simulated function DrawInstructionGfx( Canvas C ); simulated function SetInstructionText( string text ); simulated function SetInstructionKeyText( string text ); /* Specific function to use Canvas.DrawActor() Clear Z-Buffer once, prior to rendering all actors */ function CanvasDrawActors( Canvas C, bool bClearedZBuffer ) { if ( !PlayerOwner.bBehindView && PawnOwner.Weapon != None ) { if ( !bClearedZBuffer) C.DrawActor(None, false, true); // Clear the z-buffer here PawnOwner.Weapon.RenderOverlays( C ); } } simulated function DrawRoute() { local int i; local Controller C; local vector Start, End, RealStart;; local bool bPath; C = Pawn(PlayerOwner.ViewTarget).Controller; if ( C == None ) return; if ( C.CurrentPath != None ) Start = C.CurrentPath.Start.Location; else Start = PlayerOwner.ViewTarget.Location; RealStart = Start; if ( C.bAdjusting ) { Draw3DLine(C.Pawn.Location, C.AdjustLoc, class'Canvas'.Static.MakeColor(255,0,255)); Start = C.AdjustLoc; } // show where pawn is going if ( (C == PlayerOwner) || (C.MoveTarget == C.RouteCache[0]) && (C.MoveTarget != None) ) { if ( (C == PlayerOwner) && (C.Destination != vect(0,0,0)) ) { if ( C.PointReachable(C.Destination) ) { Draw3DLine(C.Pawn.Location, C.Destination, class'Canvas'.Static.MakeColor(255,255,255)); return; } C.FindPathTo(C.Destination); } for ( i=0; i<16; i++ ) { if ( C.RouteCache[i] == None ) break; bPath = true; Draw3DLine(Start,C.RouteCache[i].Location,class'Canvas'.Static.MakeColor(0,255,0)); Start = C.RouteCache[i].Location; } if ( bPath ) Draw3DLine(RealStart,C.Destination,class'Canvas'.Static.MakeColor(255,255,255)); } else if ( PlayerOwner.ViewTarget.Velocity != vect(0,0,0) ) Draw3DLine(RealStart,C.Destination,class'Canvas'.Static.MakeColor(255,255,255)); if ( C == PlayerOwner ) return; // show where pawn is looking if ( C.Focus != None ) End = C.Focus.Location; else End = C.FocalPoint; Draw3DLine(PlayerOwner.ViewTarget.Location + Pawn(PlayerOwner.ViewTarget).BaseEyeHeight * vect(0,0,1),End,class'Canvas'.Static.MakeColor(255,0,0)); } simulated function DisplayProgressMessages (Canvas C) { local int i, LineCount; local GameReplicationInfo GRI; local float FontDX, FontDY; local float X, Y; local int Alpha; local float TimeLeft; TimeLeft = PlayerOwner.ProgressTimeOut - Level.TimeSeconds; if( TimeLeft >= ProgressFadeTime ) Alpha = 255; else Alpha = (255 * TimeLeft) / ProgressFadeTime; GRI = PlayerOwner.GameReplicationInfo; LineCount = 0; for (i = 0; i < ArrayCount (PlayerOwner.ProgressMessage); i++) { if (PlayerOwner.ProgressMessage[i] == "") continue; LineCount++; } if (bBuiltMOTD && MOTDState<2) { if (MOTD[0] != "") LineCount++; if (MOTD[1] != "") LineCount++; if (MOTD[2] != "") LineCount++; if (MOTD[3] != "") LineCount++; } C.Font = LoadProgressFont(); C.Style = ERenderStyle.STY_Alpha; C.TextSize ("A", FontDX, FontDY); X = (0.5 * HudCanvasScale * C.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeX); Y = (0.5 * HudCanvasScale * C.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeY); Y -= FontDY * (float (LineCount) / 2.0); for (i = 0; i < ArrayCount (PlayerOwner.ProgressMessage); i++) { if (PlayerOwner.ProgressMessage[i] == "") continue; C.DrawColor = PlayerOwner.ProgressColor[i]; C.DrawColor.A = Alpha; C.TextSize (PlayerOwner.ProgressMessage[i], FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (PlayerOwner.ProgressMessage[i]); Y += FontDY; } if( (GRI != None) && (Level.NetMode != NM_StandAlone) && (MOTDState<2) ) { MOTDState=1; C.DrawColor = MOTDColor; C.DrawColor.A = Alpha; for (i=0;i<4;i++) { C.TextSize (MOTD[i], FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (MOTD[i]); Y += FontDY; } } } function DrawHud (Canvas C); function DrawSpectatingHud (Canvas C); function bool DrawLevelAction (Canvas C); /* DisplayBadConnectionAlert() Warn user that net connection is bad */ function DisplayBadConnectionAlert (Canvas C); function bool IsInCinematic(); simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional string CriticalString ); simulated function DrawTypingPrompt (Canvas C, String Text, optional int Pos) { local float XPos, YPos; local float XL, YL; C.Font = GetConsoleFont(C); C.Style = ERenderStyle.STY_Alpha; C.DrawColor = ConsoleColor; C.TextSize ("A", XL, YL); XPos = (ConsoleMessagePosX * HudCanvasScale * C.SizeX) + (((1.0 - HudCanvasScale) * 0.5) * C.SizeX); YPos = (ConsoleMessagePosY * HudCanvasScale * C.SizeY) + (((1.0 - HudCanvasScale) * 0.5) * C.SizeY) - YL; C.SetPos (XPos, YPos); //C.DrawTextClipped ("(>"@Left(Text, Pos)$"_"$Right(Text, Len(Text) - Pos), false); C.DrawTextClipped("(>"@Left(Text, Pos)$chr(4)$Eval(Pos < Len(Text), Mid(Text, Pos), "_"), true); } simulated function SetScoreBoardClass (class<Scoreboard> ScoreBoardClass) { if (ScoreBoard != None ) ScoreBoard.Destroy(); if (ScoreBoardClass == None) ScoreBoard = None; else { ScoreBoard = Spawn (ScoreBoardClass, Owner); if (ScoreBoard == None) log ("Hud::SetScoreBoard(): Could not spawn a scoreboard of class "$ScoreBoardClass, 'Error'); } } exec function ShowHud() { bHideHud = !bHideHud; SaveConfig(); } simulated function LinkActors() { PlayerOwner = PlayerController (Owner); if (PlayerOwner == None) { PlayerConsole = None; PawnOwner = None; PawnOwnerPRI = None; return; } if (PlayerOwner.Player != None) PlayerConsole = PlayerOwner.Player.Console; else PlayerConsole = None; if ( (Pawn(PlayerOwner.ViewTarget) != None) && (Pawn(PlayerOwner.ViewTarget).Health > 0) ) PawnOwner = Pawn(PlayerOwner.ViewTarget); else if (PlayerOwner.Pawn != None ) PawnOwner = PlayerOwner.Pawn; else PawnOwner = None; if ( (PawnOwner != None) && (PawnOwner.PlayerReplicationInfo != None) ) PawnOwnerPRI = PawnOwner.PlayerReplicationInfo; else PawnOwnerPRI = PlayerOwner.PlayerReplicationInfo; } simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType ) { if ( bMessageBeep ) PlayerOwner.PlayBeepSound(); if ( (MsgType == 'Say') || (MsgType == 'TeamSay') ) Msg = PRI.PlayerName$": "$Msg; AddTextMessage(Msg,class'LocalMessage',PRI); } function DisplayPortrait(PlayerReplicationInfo PRI); function DisplayMessages(Canvas C) { local int i, j, XPos, YPos,MessageCount; local float XL, YL; for( i = 0; i < ConsoleMessageCount; i++ ) { if ( TextMessages[i].Text == "" ) break; else if( TextMessages[i].MessageLife < Level.TimeSeconds ) { TextMessages[i].Text = ""; if( i < ConsoleMessageCount - 1 ) { for( j=i; j<ConsoleMessageCount-1; j++ ) TextMessages[j] = TextMessages[j+1]; } TextMessages[j].Text = ""; break; } else MessageCount++; } XPos = (ConsoleMessagePosX * HudCanvasScale * C.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeX); YPos = (ConsoleMessagePosY * HudCanvasScale * C.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeY); C.Font = GetConsoleFont(C); C.DrawColor = ConsoleColor; C.TextSize ("A", XL, YL); YPos -= YL * MessageCount+1; // DP_LowerLeft YPos -= YL; // Room for typing prompt for( i=0; i<MessageCount; i++ ) { if ( TextMessages[i].Text == "" ) break; C.StrLen( TextMessages[i].Text, XL, YL ); C.SetPos( XPos, YPos ); C.DrawColor = TextMessages[i].TextColor; C.DrawText( TextMessages[i].Text, false ); YPos += YL; } } function AddTextMessage(string M, class<LocalMessage> MessageClass, PlayerReplicationInfo PRI) { local int i; if( bMessageBeep && MessageClass.Default.bBeep ) PlayerOwner.PlayBeepSound(); for( i=0; i<ConsoleMessageCount; i++ ) { if ( TextMessages[i].Text == "" ) break; } if( i == ConsoleMessageCount ) { for( i=0; i<ConsoleMessageCount-1; i++ ) TextMessages[i] = TextMessages[i+1]; } TextMessages[i].Text = M; TextMessages[i].MessageLife = Level.TimeSeconds + MessageClass.Default.LifeTime; TextMessages[i].TextColor = MessageClass.static.GetConsoleColor(PRI); TextMessages[i].PRI = PRI; } exec function GrowHUD() { if( !bShowWeaponInfo ) bShowWeaponInfo = true; else if( !bShowPersonalInfo ) bShowPersonalInfo = true; else if( !bShowPoints ) bShowPoints = true; else if ( !bShowWeaponBar ) bShowWeaponBar = true; else if ( bSmallWeaponBar ) bSmallWeaponBar = false; SaveConfig(); } exec function ShrinkHUD() { if ( !bSmallWeaponBar ) bSmallWeaponBar = true; else if ( bShowWeaponBar ) bShowWeaponBar = false; else if( bShowPoints ) bShowPoints = false; else if( bShowPersonalInfo ) bShowPersonalInfo = false; else if( bShowWeaponInfo ) bShowWeaponInfo = false; SaveConfig(); } function FadeZoom(); simulated function SetTargeting( bool bShow, optional Vector TargetLocation, optional float Size ); simulated function DrawCrosshair(Canvas C); simulated function SetCropping( bool Active ); static function Font LoadFontStatic(int i) { if( default.FontArrayFonts[i] == None ) { default.FontArrayFonts[i] = Font(DynamicLoadObject(default.FontArrayNames[i], class'Font')); if( default.FontArrayFonts[i] == None ) Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.FontArrayNames[i]); } return default.FontArrayFonts[i]; } simulated function Font LoadFont(int i) { if( FontArrayFonts[i] == None ) { FontArrayFonts[i] = Font(DynamicLoadObject(FontArrayNames[i], class'Font')); if( FontArrayFonts[i] == None ) Log("Warning: "$Self$" Couldn't dynamically load font "$FontArrayNames[i]); } return FontArrayFonts[i]; } static function font GetConsoleFont(Canvas C) { local int FontSize; if( default.OverrideConsoleFontName != "" ) { if( default.OverrideConsoleFont != None ) return default.OverrideConsoleFont; default.OverrideConsoleFont = Font(DynamicLoadObject(default.OverrideConsoleFontName, class'Font')); if( default.OverrideConsoleFont != None ) return default.OverrideConsoleFont; Log("Warning: HUD couldn't dynamically load font "$default.OverrideConsoleFontName); default.OverrideConsoleFontName = ""; } FontSize = Default.ConsoleFontSize; if ( C.ClipX < 640 ) FontSize++; if ( C.ClipX < 800 ) FontSize++; if ( C.ClipX < 1024 ) FontSize++; if ( C.ClipX < 1280 ) FontSize++; if ( C.ClipX < 1600 ) FontSize++; return LoadFontStatic(Min(8,FontSize)); } function Font GetFontSizeIndex(Canvas C, int FontSize) { if ( C.ClipX >= 512 ) FontSize++; if ( C.ClipX >= 640 ) FontSize++; if ( C.ClipX >= 800 ) FontSize++; if ( C.ClipX >= 1024 ) FontSize++; if ( C.ClipX >= 1280 ) FontSize++; if ( C.ClipX >= 1600 ) FontSize++; return LoadFont(Clamp( 8-FontSize, 0, 8)); } static function Font GetMediumFontFor(Canvas Canvas) { local int i; for ( i=0; i<8; i++ ) { if ( Default.FontScreenWidthMedium[i] <= Canvas.ClipX ) return LoadFontStatic(i); } return LoadFontStatic(8); } function Font GetMediumFont( float Size ) { local int i; for ( i=0; i<8; i++ ) { if ( Default.FontScreenWidthMedium[i] <= Size ) return LoadFontStatic(i); } return LoadFontStatic(8); } static function Font LargerFontThan(Font aFont) { local int i; for ( i=0; i<7; i++ ) if ( LoadFontStatic(i) == aFont ) return LoadFontStatic(Max(0,i-4)); return LoadFontStatic(5); } simulated function font LoadProgressFont() { if( ProgressFontFont == None ) { ProgressFontFont = Font(DynamicLoadObject(ProgressFontName, class'Font')); if( ProgressFontFont == None ) { Log("Warning: "$Self$" Couldn't dynamically load font "$ProgressFontName); ProgressFontFont = Font'DefaultFont'; } } return ProgressFontFont; } event AnnouncementPlayed( Name AnnouncerSound, byte Switch ); simulated function DrawTargeting( Canvas C ); function DisplayHit(vector HitDir, int Damage, class<DamageType> damageType) { if ( (PawnOwner != None) && (PawnOwner.ShieldStrength > 0) ) PlayerOwner.ClientFlash(0.5,vect(700,700,0)); else if ( Damage > 1 ) PlayerOwner.ClientFlash(DamageType.Default.FlashScale,DamageType.Default.FlashFog); } simulated function AddHudOverlay(HudOverlay Overlay) { local int i; for (i = 0; i < Overlays.Length; i++) if (Overlays[i] == Overlay) return; Overlays[Overlays.length] = Overlay; Overlay.SetOwner(self); } simulated function RemoveHudOverlay(HudOverlay Overlay) { local int i; for (i = 0; i < Overlays.length; i++) if (Overlays[i] == Overlay) { Overlays.Remove(i, 1); Overlay.SetOwner(None); return; } } defaultproperties { WhiteColor=(B=255,G=255,R=255,A=255) RedColor=(R=255,A=255) GreenColor=(G=255,A=255) CyanColor=(B=255,G=255,A=255) BlueColor=(B=255,A=255) GoldColor=(G=255,R=255,A=255) PurpleColor=(B=255,R=255,A=255) TurqColor=(B=255,G=128,A=255) GrayColor=(B=200,G=200,R=200,A=255) BlackColor=(A=255) bMessageBeep=True bShowWeaponInfo=True bShowPersonalInfo=True bShowPoints=True bShowWeaponBar=True bCrosshairShow=True bShowPortrait=True bShowPortraitVC=True ConsoleColor=(B=253,G=216,R=153,A=255) ProgressFontName="UT2003Fonts.FontEurostile12" ProgressFadeTime=1.000000 MOTDColor=(B=255,G=255,R=255,A=255) HudScale=1.000000 HudOpacity=255.000000 HudCanvasScale=0.950000 CrosshairScale=1.000000 CrosshairOpacity=1.000000 CrossHairColor=(B=255,G=255,R=255,A=255) ConsoleMessageCount=4 ConsoleFontSize=5 ConsoleMessagePosY=1.000000 FontArrayNames(0)="Engine.DefaultFont" FontArrayNames(1)="Engine.DefaultFont" FontArrayNames(2)="Engine.DefaultFont" FontArrayNames(3)="Engine.DefaultFont" FontArrayNames(4)="Engine.DefaultFont" FontArrayNames(5)="Engine.DefaultFont" FontArrayNames(6)="Engine.DefaultFont" FontArrayNames(7)="Engine.DefaultFont" FontArrayNames(8)="Engine.DefaultFont" bHidden=True RemoteRole=ROLE_None } |
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