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class UT2LoadingWeapons extends UT2K3GUIPage; var Tab_WeaponPref WeaponTab; event Timer() { local int i; local array<class<Weapon> > WeaponClass; local array<string> WeaponDesc; // Initialise weapon list. Sort based on current priority - highest priority first Controller.GetWeaponList(WeaponClass, WeaponDesc); for(i=0; i<WeaponClass.Length; i++) { WeaponTab.MyCurWeaponList.List.Add(WeaponClass[i].default.ItemName, WeaponClass[i], WeaponDesc[i]); } WeaponTab.MyCurWeaponList.List.SortList(); // Spawn spinny weapon actor WeaponTab.SpinnyWeap = PlayerOwner().spawn(class'XInterface.SpinnyWeap'); WeaponTab.SpinnyWeap.SetRotation(PlayerOwner().Rotation); WeaponTab.SpinnyWeap.SetStaticMesh(None); // Start with first item on list selected WeaponTab.MyCurWeaponList.List.SetIndex(0); WeaponTab.UpdateCurrentWeapon(); WeaponTab.bWeapPrefInitialised = true; WeaponTab = None; Controller.CloseMenu(); } function StartLoad(Tab_WeaponPref tab ) { WeaponTab = tab; // Give the menu a chance to render before doing anything... SetTimer(0.15); } defaultproperties { Begin Object Class=GUIButton Name=LoadWeapBackground WinLeft=0.250000 WinWidth=0.500000 WinHeight=1.000000 bBoundToParent=True bScaleToParent=True bAcceptsInput=False bNeverFocus=True OnKeyEvent=LoadWeapBackground.InternalOnKeyEvent End Object Controls(0)=GUIButton'XInterface.UT2LoadingWeapons.LoadWeapBackground' Begin Object Class=GUILabel Name=LoadWeapText Caption="Loading Weapon Database" TextAlign=TXTA_Center TextColor=(B=0,G=180,R=220) TextFont="UT2HeaderFont" WinTop=0.471667 WinHeight=32.000000 End Object Controls(1)=GUILabel'XInterface.UT2LoadingWeapons.LoadWeapText' WinTop=0.425000 WinHeight=0.150000 } |
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