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//============================================================================= // ROHud //============================================================================= // New HUD for Red Orchestra //============================================================================= // Red Orchestra Source // Copyright (C) 2003-2004 Erik Christensen //============================================================================= class ROHud extends HudBase; //============================================================================= // Execs //============================================================================= //#exec OBJ LOAD FILE=ROInterfaceArt.utx //#exec OBJ LOAD FILE=..\textures\InterfaceArt2_tex.utx //============================================================================= // Variables //============================================================================= var rotator NorthDirection; // Config var globalconfig bool bShowCompass; var globalconfig bool bShowMapUpdatedText; // Text var localized string ReinforcementText; var localized string TimeRemainingText; var localized string IPText; var localized string TimeText; var localized string ViewingText; var localized string NoReinforcementsText; var localized string TeamMessagePrefix; var localized string ObjectivesText; var localized string PlayersNeededText; var localized string SpectateInstructionText1; var localized string SpectateInstructionText2; var localized string SpectateInstructionText3; var localized string SpectateInstructionText4; var localized string NeedAmmoText; var localized string CanResupplyText; var localized string OpenMapText; var localized string SituationMapInstructionsText; var string SpacingText; var localized string MapCoordTextX[9], MapCoordTextY[9]; var localized string LegendAxisObjectiveText; var localized string LegendAlliesObjectiveText; var localized string LegendNeutralObjectiveText; var localized string LegendArtilleryRadioText; var localized string LegendResupplyAreaText; var localized string LegendRallyPointText; var localized string LegendSavedArtilleryText; var localized string LegendOrderTargetText; var localized string LegendArtyStrikeText; var localized string LegendHelpRequestText; var localized string LegendDestroyableItemText; var localized string LegendDestroyedItemText; var localized string LegendMGResupplyText; var localized string LegendVehResupplyAreaText; var localized string LegendATGunText; // Fonts var localized string SmallFontArrayNames[9]; var Font SmallFontArrayFonts[9]; var localized string MenuFontArrayNames[5]; var Font MenuFontArrayFonts[5]; var localized string CriticalMsgFontArrayNames[9]; var Font CriticalMsgFontArrayFonts[9]; var color SideColors[2]; // General var DigitSet Digits; // Digit set for RO var(ROHud) SpriteWidget HealthFigure; // Create widgets for all the HUD elements var(ROHud) SpriteWidget HealthFigureBackground; var(ROHud) SpriteWidget HealthFigureStamina; var(ROHud) SpriteWidget StanceIcon; var(ROHud) NumericWidget AmmoCount; var(ROHud) SpriteWidget AmmoIcon; var(ROHud) SpriteWidget AutoFireIcon; var(ROHud) SpriteWidget SemiFireIcon; var(ROHud) SpriteWidget MGDeployIcon; var(ROHud) SpriteWidget ResupplyZoneNormalPlayerIcon, ResupplyZoneNormalVehicleIcon, ResupplyZoneResupplyingPlayerIcon, ResupplyZoneResupplyingVehicleIcon; var(ROHud) SpriteWidget WeaponCanRestIcon; var(ROHud) SpriteWidget WeaponRestingIcon; var(ROHud) SpriteWidget CompassBase; var(ROHud) SpriteWidget CompassNeedle; var(ROHud) SpriteWidget CompassIcons; var color WeaponReloadingColor; var Material NationHealthFigures[2]; // FIXME: Need to move this over to RORoleInfo in some fashion. It's hard-coded now. :/ - Erik var Material NationHealthFiguresBackground[2]; var Material NationHealthFiguresStamina[2]; var Material NationHealthFiguresStaminaCritical[2]; //var Material NationClockBases[2]; //var Material NationClockHands[2]; var Material StanceStanding, StanceCrouch, StanceProne; var Material PlayerArrowTexture; var bool bShowObjectives; /*var Material HeaderImage; var Material NationIcons[2]; var Material NeutralIcon; var Material ArtilleryIcon; // The icon for a saved artillery strike location var Material RallyPointIcon; // The icon for a saved artillery strike location var Material RadioIcon; // The icon for a radio/phone station var Material ResupplyIcon; var Material HelpRequestIcon; var Material MGResupplyRequestIcon;*/ var Pawn NamedPlayer; var float NameTime; // Debugging var bool bShowDebugInfoOnMap; var bool bShowRelevancyDebugOnMap; var bool bShowRelevancyDebugOverlay; enum ENetDebugMode { ND_PawnsOnly, // Show debug info for pawns only (vehicles, players, etc) ND_VehiclesOnly, // Show debug info for vehicles only ND_PlayersOnly, // Show debug info for infantry players only ND_All, // Show Debug Info for all actors ND_AllWithText, // Show Debug Info for all actors and their name }; var ENetDebugMode NetDebugMode; // net debugging mode struct TextWidget { // Font must be set before calling DrawTextWidgetClipped() // String must left blank in default properties (for localization) var localized string text; var ERenderStyle RenderStyle; var EDrawPivot DrawPivot; var float PosX, PosY; var float WrapWidth, WrapHeight; var int OffsetX, OffsetY; var bool bDrawShadow; var color Tints[2]; }; // for drawing widgets on specific areas of the hud struct AbsoluteCoordsInfo { var float PosX, PosY; var float width, height; }; struct RelativeCoordsInfo { var float X, Y; // 0-1 values var float XL, YL; // 0-1 values }; // Death messages struct Obituary { var string KillerName; var string VictimName; var Color KillerColor; var Color VictimColor; var class<DamageType> DamageType; var float EndOfLife; }; var Obituary Obituaries[4]; var float ObituaryLifeSpan; var int ObituaryCount; var float FadeTime; var color FadeColor; var float WhiteFlashTime; // for situation map icon var(ROHud) SpriteWidget MapUpdatedIcon; var(ROHud) TextWidget MapUpdatedText; var Material MapIconsFlash, MapIconsFastFlash; var Material MapIconsAltFlash, MapIconsAltFastFlash; // These are out of phase // for situation map stuff var bool bShowMapUpdatedIcon; var float MapUpdatedIconTime; var float MaxMapUpdatedIconDisplayTime; var float MapLastRallyPointAssignTime; var sound AssignOKSound, AssignFailedSound; var bool bAnimateMapIn, bAnimateMapOut; var float AnimateMapCurrentPosition; var float AnimateMapSpeed; var(ROHud) bool bShowAllItemsInMapLegend; var(ROHud) SpriteWidget MapBackground; //var(ROHud) SpriteWidget MapLevelBounds; // Used to calculate where to draw level image var(ROHud) RelativeCoordsInfo MapLegendImageCoords; var(ROHud) SpriteWidget MapLevelImage; // Used to draw level image var(ROHud) TextWidget MapTexts; // Used to render text on the level image var(ROHud) SpriteWidget MapPlayerIcon; // Used to render player arrow on the level image var(ROHud) TextWidget MapCoordTextXWidget, MapCoordTextYWidget; var int LegendItemsIndex; // Holds current index of legend element (to figure where to draw) var float CurrentTime; // Contains remaining time for this round // Used to render icons on the level image var(ROHud) SpriteWidget MapIconTeam[2]; var(ROHud) SpriteWidget MapIconDispute[2]; var(ROHud) SpriteWidget MapIconNeutral; var(ROHud) SpriteWidget MapIconRadio; var(ROHud) SpriteWidget MapIconRally[2]; var(ROHud) SpriteWidget MapIconResupply; var(ROHud) SpriteWidget MapIconVehicleResupply; var(ROHud) SpriteWidget MapIconHelpRequest; var(ROHud) SpriteWidget MapIconMGResupplyRequest[2]; var(ROHud) SpriteWidget MapIconAttackDefendRequest; var(ROHud) SpriteWidget MapIconArtyStrike; var(ROHud) SpriteWidget MapIconDestroyableItem; var(ROHud) SpriteWidget MapIconDestroyedItem; var(ROHud) SpriteWidget MapIconATGun; var(ROHud) TextWidget MapTimerTitle; var(ROHud) TextWidget MapTimerTexts[4]; var(ROHud) RelativeCoordsInfo MapLegendCoords; var(ROHud) SpriteWidget MapLegend; var(ROHud) SpriteWidget MapLegendIcons; var(ROHud) TextWidget MapLegendTitle; var(ROHud) TextWidget MapLegendTexts; var(ROHud) RelativeCoordsInfo MapObjectivesCoords; //var(ROHud) SpriteWidget MapObjectives; var(ROHud) TextWidget MapObjectivesTitle; var(ROHud) TextWidget MapRequiredObjectivesTitle; var(ROHud) TextWidget MapSecondaryObjectivesTitle; var(ROHud) TextWidget MapObjectivesTexts; //var(ROHud) SpriteWidget ClockBase; //var(ROHud) SpriteWidget ClockHand; // Used for figuring where the player clicked on the situation map var AbsoluteCoordsInfo MapLevelImageCoordinates; // Player portraits //var Material Portrait; var float PortraitTime; var float PortraitX; var(ROHud) SpriteWidget PortraitIcon; var(ROHud) TextWidget PortraitText[2]; var(ROHud) float MapScale; // debugging var bool bDebugDriverCollision; var bool bDebugPlayerCollision; var bool bDebugDrawHudBounds; // Voice meter var TexRotator NeedleRotator; // The texture for the VU Meter needle var Texture VoiceMeterBackground; // Background texture for the voice meter var() float VoiceMeterX; // Voice meter X position var() float VoiceMeterY; // Voice meter Y position var() float VoiceMeterSize; // Size of the voice meter icon // for local messages struct HudLocalizedMessageExtra { // The following block of variables are cached on first render: var array<string> lines; var float y_offset; // tells the renderer how much space to put between ROCriticalMessages var int background_type; }; var() transient HudLocalizedMessageExtra LocalMessagesExtra[8]; // For compass var float compassCurrentRotation; // 0-65535 var float compassStabilizationConstant; var float compassIconsOpacity; // 0-1 value var float compassIconsFadeSpeed; // higher == icons dissapears faster var float compassIconsRefreshSpeed; // higher == icons reappear faster var float compassIconsPositionRadius; // 0-1 value //var float compassIconsUUDistance; // distance in UU at which icons start movign toward center of compass var vector compassIconsTargets[8]; var byte compassIconsTargetsActive[8]; var IntBox compassIconsTargetsWidgetCoords[8]; //var color compassIconsTargetsColor[8]; /*var color compassIconsColorsAxis, compassIconsColorsAllies, compassIconsColorsNeutral, compassIconsColorsHelpRequests, compassIconsColorsMGResupply, compassIconsColorsRally;*/ //var TexRotator compassIconsRotators[8]; var Material locationHitAxisImages[15]; var Material locationHitAlliesImages[15]; var float locationHitAlphas[15]; var bool bDrawHits; // Set to true when at least one of the location hit images needs // to be drawn // General hud var float hudLastRenderTime; // For mouse interface var bool bCapturingMouse; var vector MouseCurrentPos; var int LastHUDSizeX, LastHUDSizeY; var bool bHaveAtLeastOneValidMouseUpdate; var(ROHud) SpriteWidget MouseInterfaceIcon; // For vehicle icon var(ROHud) RelativeCoordsInfo VehicleIconCoords; var(ROHud) SpriteWidget VehicleIcon, VehicleIconAlt; var(ROHud) SpriteWidget VehicleThreads[2]; var(ROHud) SpriteWidget VehicleEngine; var(ROHud) SpriteWidget VehicleOccupants; var(ROHud) TextWidget VehicleOccupantsText; var color VehicleNormalColor, VehicleDamagedColor, VehicleCriticalColor; var color VehiclePositionIsPlayerColor, VehiclePositionIsOccupiedColor, VehiclePositionIsVacantColor; var Material VehicleEngineDamagedTexture, VehicleEngineCriticalTexture; var(ROHud) SpriteWidget VehicleAmmoIcon; var(ROHud) SpriteWidget VehicleAmmoReloadIcon; var(ROHud) NumericWidget VehicleAmmoAmount; var(ROHud) TextWidget VehicleAmmoTypeText; var float VehicleOccupantsTextOffset; // This offset is used when ammo is drawn var(ROHud) SpriteWidget VehicleAltAmmoIcon; var(ROHud) NumericWidget VehicleAltAmmoAmount; var float VehicleAltAmmoOccupantsTextOffset; // Vertical offset var(ROHud) SpriteWidget VehicleMGAmmoIcon; var(ROHud) NumericWidget VehicleMGAmmoAmount; var Material VehicleRPMTextures[2], VehicleRPMNeedlesTextures[2], VehicleSpeedTextures[2], VehicleSpeedNeedlesTextures[2]; var(ROHud) SpriteWidget VehicleSpeedIndicator; var(ROHud) SpriteWidget VehicleRPMIndicator; var(ROHud) SpriteWidget VehicleThrottleIndicatorTop, VehicleThrottleIndicatorBottom, VehicleThrottleIndicatorBackground, VehicleThrottleIndicatorForeground, VehicleThrottleIndicatorLever; var float VehicleRPMZeroPosition[2], VehicleRPMScale[2]; var float VehicleSpeedZeroPosition[2], VehicleSpeedScale[2]; var float VehicleThrottleTopZeroPosition, VehicleThrottleTopMaxPosition; var float VehicleThrottleBottomZeroPosition, VehicleThrottleBottomMaxPosition; var float VehicleGaugesOccupantsTextOffset; var float VehicleGaugesNoThrottleOccupantsTextOffset; var float VehicleLastSpeedRotation, // Speed displayed on speed needle last time VehicleLastRPMRotation; // RPM displayed on RPM needle last time var float VehicleNeedlesRotationSpeed; var float VehicleNeedlesLastRenderTime; // for capture bar var(ROHud) SpriteWidget CaptureBarBackground; var(ROHud) SpriteWidget CaptureBarOutline; var(ROHud) SpriteWidget CaptureBarAttacker; var(ROHud) SpriteWidget CaptureBarDefender; var(ROHud) SpriteWidget CaptureBarAttackerRatio; var(ROHud) SpriteWidget CaptureBarDefenderRatio; var(ROHud) SpriteWidget CaptureBarIcons[2]; var Material CaptureBarTeamIcons[2]; var color CaptureBarTeamColors[2]; var bool bDrawingCaptureBar; // for hints var bool bDrawHint; var bool bFirstHintRender; // Used to only calculate hint sizing constants once var(ROHud) float HintFadeTime; // How long it takes to fade in/out var float HintRemainingTime; var(ROHud) float HintLifetime; var(ROHud) float HintDesiredAspectRatio; // Aspect ratio used to wrap hint data var string HintTitle, HintText; // This is localized in ROHintManager var array<string> HintWrappedText; var(ROHud) SpriteWidget HintBackground; var(ROHud) TextWidget HintTitleWidget; var(ROHud) TextWidget HintTextWidget; var(ROHud) RelativeCoordsInfo HintCoords; // default properties of this are used when rendering, XL and YL are used to pivot around the X and Y pos // for fading to & from black var bool bFadeToBlack; var float FadeToBlackTime; var float FadeToBlackStartTime; var bool bFadeToBlackInvert; var bool bUsingVOIP; // Player is using VOIP //============================================================================= // Functions //============================================================================= exec function ShowDebug() { if( Level.NetMode != NM_Standalone && !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return; bShowDebugInfo = !bShowDebugInfo; } simulated function SetNetDebugMode(int NewMode) { if( ENetDebugMode(NewMode) != NetDebugMode) NetDebugMode = ENetDebugMode(NewMode); } //----------------------------------------------------------------------------- // UpdatePrecacheMaterials //----------------------------------------------------------------------------- simulated function UpdatePrecacheMaterials() { /* Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Rupperleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Lupperarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Rupperarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Llowerleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Rlowerleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Llowerarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Rlowerarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Lhand'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Rhand'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Lfoot'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.rus_hit_Rfoot'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_head'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_torso'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Pelvis'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Lupperleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Rupperleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Lupperarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Rupperarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Llowerleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Rlowerleg'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Llowerarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Rlowerarm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Lhand'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Rhand'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Lfoot'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Player_hits.ger_hit_Rfoot'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.HUD.MGDeploy'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.HUD.Compass2_main'); Level.AddPrecacheMaterial(TexRotator'InterfaceArt_tex.HUD.TexRotator0'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.OverheadMap.overheadmap_background'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.HUD.VUMeter'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Cursors.Pointer'); Level.AddPrecacheMaterial(TexRotator'InterfaceArt_tex.HUD.Needle_rot'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Menu.SectionHeader_captionbar'); Level.AddPrecacheMaterial(FinalBlend'InterfaceArt_tex.OverheadMap.arrowhead_final'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.OverheadMap.overheadmap_Icons'); Level.AddPrecacheMaterial(Material'InterfaceArt2_tex.overheadmaps.overheadmap_IconsB'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.numbers'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.situation_map_icon'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.ger_player'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.ger_player_background'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.ger_player_Stamina'); Level.AddPrecacheMaterial(FinalBlend'InterfaceArt_tex.HUD.ger_player_Stamina_critical'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.rus_player'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.rus_player_background'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.rus_player_Stamina'); Level.AddPrecacheMaterial(FinalBlend'InterfaceArt_tex.HUD.rus_player_Stamina_critical'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.stance_stand'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.stance_crouch'); Level.AddPrecacheMaterial(Material'InterfaceArt_tex.HUD.stance_prone'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.throttle_background2'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.throttle_background2_bottom'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.throttle_background'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.throttle_main'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.throttle_lever'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.Ger_RPM'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.Rus_RPM'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.Ger_Speedometer'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.Tank_Hud.Rus_Speedometer'); Level.AddPrecacheMaterial(TexRotator'InterfaceArt_tex.Tank_Hud.Ger_needle_rot'); Level.AddPrecacheMaterial(TexRotator'InterfaceArt_tex.Tank_Hud.Rus_needle_rot'); Level.AddPrecacheMaterial(TexRotator'InterfaceArt_tex.Tank_Hud.Ger_needle_rpm_rot'); Level.AddPrecacheMaterial(TexRotator'InterfaceArt_tex.Tank_Hud.Rus_needle_rpm_rot'); // Damage icons Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.artkill'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.satchel'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.Strike'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.Generic'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.b792mm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.buttsmack'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.knife'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.b762mm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.rusgrenade'); Level.AddPrecacheMaterial(Texture'InterfaceArt2_tex.deathicons.sniperkill'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.b9mm'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.germgrenade'); Level.AddPrecacheMaterial(Texture'InterfaceArt2_tex.deathicons.faustkill'); Level.AddPrecacheMaterial(Texture'InterfaceArt_tex.deathicons.mine'); */} simulated event PostBeginPlay() { Super.PostBeginPlay(); // hax! modify existing compass texture to use new texture instead of old one // TexRotator'InterfaceArt_tex.HUD.TexRotator0'.Material = Texture'InterfaceArt_tex.HUD.Compass2_background'; // TexRotator'InterfaceArt_tex.HUD.TexRotator0'.UOffset = 128; // TexRotator'InterfaceArt_tex.HUD.TexRotator0'.VOffset = 128; } // FIXME: Ummm.... PostNETBeginPlay? On the HUD? Why is this here? There is no replication // that takes place with the HUD, so it's likely not even called. - Erik simulated function PostNetBeginPlay() { super.PostNetBeginPlay(); if( (Level.NetMode != NM_DedicatedServer) && (ROPlayer(PlayerOwner) != none) ) { ROPlayer(PlayerOwner).GetNorthDirection(); } } //function DrawDamageIndicators(Canvas C); function DrawDamageIndicators(Canvas C) { if ( DamageTime[0] > 0 ) { C.SetPos(0,0); C.DrawColor = DamageFlash[0]; C.DrawColor.A = DamageTime[0]; // if ( Emphasized[0] == 1 ) // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', C.ClipX, 0.15*C.ClipY, 0, 64, 32, -14); // else // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', C.ClipX, 0.05*C.ClipY, 0, 64, 32, -14); } else Emphasized[0] = 0; if ( DamageTime[1] > 0 ) { C.DrawColor = DamageFlash[1]; C.DrawColor.A = DamageTime[1]; if ( Emphasized[1] == 1 ) { C.SetPos(0,0.85*C.ClipY); // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', C.ClipX, 0.15*C.ClipY, 0, 50, 32, 14); } else { C.SetPos(0,0.9*C.ClipY); // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', C.ClipX, 0.1*C.ClipY, 0, 50, 32, 14); } } else Emphasized[1] = 0; if ( DamageTime[2] > 0 ) { C.SetPos(0,0); C.DrawColor = DamageFlash[2]; C.DrawColor.A = DamageTime[2]; // if ( Emphasized[2] == 1 ) // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', 0.15*C.ClipX, C.ClipY, 16, 0, 14, 32); // else // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', 0.05*C.ClipX, C.ClipY, 16, 0, 14, 32); } else Emphasized[2] = 0; if ( DamageTime[3] > 0 ) { C.DrawColor = DamageFlash[3]; C.DrawColor.A = DamageTime[3]; if ( Emphasized[3] == 1 ) { C.SetPos(0.85*C.ClipX,0); // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', 0.15*C.ClipX, C.ClipY, 30, 0, -14, 32); } else { C.SetPos(0.95*C.ClipX,0); // C.DrawTile( Texture'InterfaceArt_tex.HUD.damage_indicators', 0.05*C.ClipX, C.ClipY, 30, 0, -14, 32); } } else Emphasized[3] = 0; } /* we want to do a few things here: 1.) check to see if a player is on our side, if not then return out 2.) trace to see if they are visible, otherwise return out 3.) make sure they're within X units or return out TODO - Change the font on the names to use a RO font TODO - Figure out something new for DrawPlayerNames */ function DrawCustomBeacon(Canvas C, Pawn P, float ScreenLocX, float ScreenLocY) { local float XL,YL; local PlayerReplicationInfo PRI; local int PlayerDist; // local Actor Hit; log("Are we even getting here?"); PRI = P.PlayerReplicationInfo; if( (PRI == none) || (PRI.Team == none) ) return; if( (PlayerOwner == none) || (PlayerOwner.PlayerReplicationInfo == none) || (PlayerOwner.PlayerReplicationInfo.Team == none ) || (PlayerOwner.Pawn == none) ) { return; } if( (PlayerOwner.PlayerReplicationInfo.Team.TeamIndex != PRI.Team.TeamIndex) ) return; PlayerDist = VSize(P.Location - PlayerOwner.Pawn.Location); if( PlayerDist > 1600 ) { return; } if( !FastTrace( P.Location, PlayerOwner.Pawn.Location ) ) { log("Fasttrace from "$P$" to "$PlayerOwner.Pawn$" Failed "); return; } if ( PRI.Team != None ) C.DrawColor = GetTeamColor(PRI.Team.TeamIndex); else C.DrawColor = GetTeamColor(0); //C.DrawColor = class'PlayerController'.Default.TeamBeaconTeamColors[0]; C.Font = GetConsoleFont(C); //C.TextSize(PRI.PlayerName, strX, strY); C.StrLen(PRI.PlayerName, XL, YL); C.SetPos(ScreenLocX - 0.5*XL , ScreenLocY - YL); C.DrawText(PRI.PlayerName,true); C.SetPos(ScreenLocX, ScreenLocY); } //----------------------------------------------------------------------------- // StartFadeEffect - Used to initiate a screen fade to black upon player death //----------------------------------------------------------------------------- function StartFadeEffect() { FadeColor.R = 255; FadeColor.G = 255; FadeColor.B = 255; FadeColor.A = 0; FadeTime = Level.TimeSeconds + 5.0 + WhiteFlashTime * 2; } //----------------------------------------------------------------------------- // ForceFadeEffect - Used to force a screen blacked out effect //----------------------------------------------------------------------------- function ForceFadeEffect() { FadeColor.R = 0; FadeColor.G = 0; FadeColor.B = 0; FadeColor.A = 255; FadeTime = 0; } //----------------------------------------------------------------------------- // StopFadeEffect - Kills off the fade effect //----------------------------------------------------------------------------- function StopFadeEffect() { FadeTime = -1; } //----------------------------------------------------------------------------- // DrawFadeEffect - Called to draw the fade effect to the screen //----------------------------------------------------------------------------- simulated function DrawFadeEffect(Canvas C) { if (FadeTime < 0) return; if (FadeTime - Level.TimeSeconds - 5 - WhiteFlashTime > 0) { FadeColor.R = 255; FadeColor.G = 255; FadeColor.B = 255; FadeColor.A = 64 * (1 - (FMax(FadeTime - Level.TimeSeconds - 5 - WhiteFlashTime, 0.0) / WhiteFlashTime)); C.DrawColor = FadeColor; } else if (FadeTime - Level.TimeSeconds - 5 > 0) { FadeColor.R = 255; FadeColor.G = 255; FadeColor.B = 255; FadeColor.A = 64 * (FMax(FadeTime - Level.TimeSeconds - 5, 0.0) / WhiteFlashTime); C.DrawColor = FadeColor; } else { FadeColor.R = 0; FadeColor.G = 0; FadeColor.B = 0; FadeColor.A = 255 * (1 - FMax(FadeTime - Level.TimeSeconds, 0.0) * 0.2); C.DrawColor = FadeColor; } C.SetPos(0, 0); C.DrawTileStretched(Material'Engine.WhiteSquareTexture', C.ClipX, C.ClipY); C.DrawColor = WhiteColor; } function ShowMapUpdatedIcon() { if (!bShowObjectives && !bAnimateMapIn && ! bAnimateMapOut) { MapUpdatedIconTime = Level.TimeSeconds; bShowMapUpdatedIcon = true; } } //----------------------------------------------------------------------------- // AddDeathMessage - Adds a death message to the HUD //----------------------------------------------------------------------------- function AddDeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> DamageType) { local int i; if (Victim == None) return; if (ObituaryCount == ArrayCount(Obituaries)) { for (i = 1; i < ArrayCount(Obituaries); i++) Obituaries[i - 1] = Obituaries[i]; ObituaryCount--; Obituaries[ObituaryCount].KillerName = ""; } if (Killer != None && Killer != Victim) { Obituaries[ObituaryCount].KillerName = Killer.PlayerName; Obituaries[ObituaryCount].KillerColor = GetTeamColor(Killer.Team.TeamIndex); } Obituaries[ObituaryCount].VictimName = Victim.PlayerName; Obituaries[ObituaryCount].VictimColor = GetTeamColor(Victim.Team.TeamIndex); Obituaries[ObituaryCount].DamageType = DamageType; Obituaries[ObituaryCount].EndOfLife = Level.TimeSeconds + ObituaryLifeSpan; // Making the player's name show up in white in the kill list if ( PlayerOwner != none && Killer != none) { if ( PlayerOwner.PlayerReplicationInfo != none ) { // When the player kills someone if ( PlayerOwner.PlayerReplicationInfo.PlayerName == Killer.PlayerName ) { Obituaries[ObituaryCount].KillerColor = WhiteColor; } } } ObituaryCount++; } //----------------------------------------------------------------------------- // GetDamageIcon //----------------------------------------------------------------------------- function Material GetDamageIcon(class<DamageType> DamType) { if (class<ROWeaponDamageType>(DamType) != None) return class<ROWeaponDamageType>(DamType).default.HUDIcon; else if (class<ROVehicleDamageType>(DamType) != None) return class<ROVehicleDamageType>(DamType).default.HUDIcon; // else if (class<ROSuicided>(DamType) != None) // return Texture'InterfaceArt_tex.deathicons.mine'; // return Texture'InterfaceArt_tex.deathicons.mine'; } //----------------------------------------------------------------------------- // DisplayMessages - Added death messages //----------------------------------------------------------------------------- function DisplayMessages(Canvas C) { local int i; local float X, Y, XL, YL, Scale; Super.DisplayMessages(C); while (Obituaries[0].VictimName != "" && Obituaries[0].EndOfLife < Level.TimeSeconds) { for (i = 1; i < ObituaryCount; i++) Obituaries[i - 1] = Obituaries[i]; ObituaryCount--; Obituaries[ObituaryCount].VictimName = ""; Obituaries[ObituaryCount].KillerName = ""; } Scale = C.ClipX / 1600.0; C.Font = GetConsoleFont(C); Y = 8 * Scale; // Offset death msgs if we're displaying a hint if (bDrawHint) Y += 2 * Y + (HintCoords.Y + HintCoords.YL) * C.ClipY; for (i = 0; i < ObituaryCount; i++) { C.TextSize(Obituaries[i].VictimName, XL, YL); X = C.ClipX - 8 * Scale - XL; C.SetPos(X, Y + 20 * Scale - YL * 0.5); C.DrawColor = Obituaries[i].VictimColor; C.DrawTextClipped(Obituaries[i].VictimName); X -= 48 * Scale; C.SetPos(X, Y); C.DrawColor = WhiteColor; C.DrawTileScaled(GetDamageIcon(Obituaries[i].DamageType), Scale * 1.25, Scale * 1.25); if (Obituaries[i].KillerName != "") { C.TextSize(Obituaries[i].KillerName, XL, YL); X -= 8 * Scale + XL; C.SetPos(X, Y + 20 * Scale - YL * 0.5); C.DrawColor = Obituaries[i].KillerColor; C.DrawTextClipped(Obituaries[i].KillerName); } Y += 44 * Scale; } } //----------------------------------------------------------------------------- // GetTeamColor - Returns the appropriate team color //----------------------------------------------------------------------------- static function color GetTeamColor(byte Team) { return default.SideColors[Team]; } //----------------------------------------------------------------------------- // ShowObjectives - Enables or disables the objectives display //----------------------------------------------------------------------------- exec function ShowObjectives() { bShowObjectives = !bShowObjectives; bShowMapUpdatedIcon = false; if (bShowObjectives) { // Open fake menu to capture mouse clicks //PlayerOwner.ClientOpenMenu("ROInterface.ROSituationMapMenu"); MouseInterfaceStartCapturing(); bAnimateMapIn = true; bAnimateMapOut = false; // Check for hints if (ROPlayer(PlayerOwner) != none) ROPlayer(PlayerOwner).CheckForHint(14); } else HideObjectives(); } simulated function HideObjectives() { bAnimateMapIn = false; bAnimateMapOut = true; MouseInterfaceStopCapturing(); bShowObjectives = false; } simulated function ShowHint(string title, string text) { bFirstHintRender = true; HintWrappedText.Length = 0; HintRemainingTime = HintLifetime + HintFadeTime * 2; HintTitle = title; // Parse keybinds if (PlayerOwner != none) HintText = class'ROTeamGame'.static.ParseLoadingHintNoColor(text, PlayerOwner); else HintText = text; bDrawHint = true; } // not used /*simulated function DrawObjectiveLocationIcons(Canvas C) { local ROGameReplicationInfo GRI; local int i; local vector ScreenPos, TargetLocation; if ( PlayerOwner.Player.GUIController.bActive ) return; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); // this is test code for objective stuff if( GRI != none ) { for( i = 0; i < 4; i++ ) { if( GRI.Objectives[i] != none ) { TargetLocation = GRI.Objectives[i].Location; ScreenPos = C.WorldToScreen(TargetLocation); if (ScreenPos.X >= 0 || ScreenPos.X <= C.ClipX || ScreenPos.Y >= 0 || ScreenPos.Y <= C.ClipY) { C.SetPos(ScreenPos.X, ScreenPos.Y); C.DrawTileStretched(Material'ROInterfaceArt.ObjectiveIcon', 16, 16); } } } } }*/ simulated function UpdateHud() { local ROGameReplicationInfo GRI; local class<Ammunition> AmmoClass; local Weapon W; //local float Time; local byte Nation; local ROPawn P; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (PawnOwnerPRI != None) { if (PawnOwner != none) { // Set pawn color // Took this out for now. Since one or two shots kills you, and // the colors look kinda funny on the hud, This probably isn't // needed. Add it back in if we decide otherwise - Ramm //if (PawnOwner.Health > 50) HealthFigure.Tints[0] = WhiteColor; //else if (PawnOwner.Health > 25) // HealthFigure.Tints[0] = GoldColor; //else // HealthFigure.Tints[0] = RedColor; P = ROPawn(PawnOwner); if (P != none) { // Set stamina info HealthFigureStamina.scale = 1 - P.Stamina / P.default.Stamina; HealthFigureStamina.Tints[0].G = 255 - HealthFigureStamina.scale * 255; HealthFigureStamina.Tints[1].G = 255 - HealthFigureStamina.scale * 255; HealthFigureStamina.Tints[0].B = 255 - HealthFigureStamina.scale * 255; HealthFigureStamina.Tints[1].B = 255 - HealthFigureStamina.scale * 255; // Set stance info if (P.bIsCrouched) StanceIcon.WidgetTexture = StanceCrouch; else if (P.bIsCrawling) StanceIcon.WidgetTexture = StanceProne; else StanceIcon.WidgetTexture = StanceStanding; } } if (PawnOwnerPRI.Team != None && GRI != None) { Nation = GRI.NationIndex[PawnOwnerPRI.Team.TeamIndex]; HealthFigure.WidgetTexture = NationHealthFigures[Nation]; HealthFigureBackground.WidgetTexture = NationHealthFiguresBackground[Nation]; if (HealthFigureStamina.scale > 0.9) { HealthFigureStamina.WidgetTexture = NationHealthFiguresStaminaCritical[Nation]; HealthFigureStamina.Tints[0].G = 255; HealthFigureStamina.Tints[1].G = 255; HealthFigureStamina.Tints[0].B = 255; HealthFigureStamina.Tints[1].B = 255; } else HealthFigureStamina.WidgetTexture = NationHealthFiguresStamina[Nation]; //ClockBase.WidgetTexture = NationClockBases[Nation]; //ClockHand.WidgetTexture = NationClockHands[Nation]; } } AmmoIcon.WidgetTexture = none; // This is so we don't show icon on binocs or when we have no weapon if (PawnOwner == None) return; W = PawnOwner.Weapon; if( W == none ) return; AmmoClass = W.GetAmmoClass(0); if( AmmoClass == none ) return; AmmoIcon.WidgetTexture = AmmoClass.default.IconMaterial; AmmoCount.Value = W.GetHudAmmoCount(); /* if (ROWeapon(W) != none && ROWeapon(W).bShowMagazineIcon ) { AmmoIcon.WidgetTexture = AmmoClass.default.IconMaterial; AmmoCount.Value = ROWeapon(W).GetROHudDisplayMagazines(); } else if (ROWeapon(W) != none && ROWeapon(W).bShowMagazineCount) { AmmoIcon.WidgetTexture = AmmoClass.default.IconMaterial; AmmoCount.Value = W.AmmoAmount(0); }*/ } //----------------------------------------------------------------------------- // DrawHudPassA - Draw local messages //----------------------------------------------------------------------------- simulated function DrawHudPassA(Canvas C) { DisplayLocalMessages(C); if( Level.TimeSeconds - LastVoiceGainTime < 0.333 ) { if ( !bUsingVOIP && PlayerOwner != None && PlayerOwner.ActiveRoom != None && PlayerOwner.ActiveRoom.GetTitle() == "Team") { bUsingVOIP = true; PlayerOwner.NotifySpeakingInTeamChannel(); } } else { if( bUsingVOIP ) { bUsingVOIP = false; } } if( Level.TimeSeconds - LastVoiceGainTime < 0.333 ) DisplayVoiceGain(C); } //----------------------------------------------------------------------------- // DisplayVoiceGain - Draw the voice meter and needle //----------------------------------------------------------------------------- function DisplayVoiceGain(Canvas C) { local float VoiceGain; local float PosY, PosX, XL, YL; local string ActiveName; local float IconSize, scale, YOffset; local color SavedColor; scale = C.SizeY / 1200.0 * HudScale; SavedColor = C.DrawColor; C.DrawColor = WhiteColor; C.Style = ERenderStyle.STY_Alpha; VoiceGain = (1 - 3 * Min( Level.TimeSeconds - LastVoiceGainTime, 0.3333 )) * LastVoiceGain; YOffset = 12 * scale; IconSize = VoiceMeterSize * Scale; PosY = VoiceMeterY * C.ClipY - IconSize - YOffset; PosX = VoiceMeterX * C.ClipX; C.SetPos( PosX, PosY ); C.DrawTile( VoiceMeterBackground, IconSize, IconSize, 0, 0, VoiceMeterBackground.USize, VoiceMeterBackground.VSize ); NeedleRotator.Rotation.Yaw = -1 * ((20000 * VoiceGain) + 55000); C.SetPos( PosX, PosY ); C.DrawTileScaled(NeedleRotator, scale * VoiceMeterSize / 128.0, scale * VoiceMeterSize / 128.0); // Display name of currently active channel if ( PlayerOwner != None && PlayerOwner.ActiveRoom != None ) ActiveName = PlayerOwner.ActiveRoom.GetTitle(); // Remove for release if(ActiveName == "") ActiveName = "No Channel Selected!"; if ( ActiveName != "" ) { C.SetPos(0, 0); ActiveName = "(" @ ActiveName @ ")"; C.Font = GetFontSizeIndex(C,-2); C.StrLen(ActiveName,XL,YL); if ( XL > 0.125 * C.ClipY ) { C.Font = GetFontSizeIndex(C,-4); C.StrLen(ActiveName,XL,YL); } C.SetPos( PosX + ((IconSize/2) - (XL/2)), PosY - YL); C.DrawColor = C.MakeColor(160,160,160); if ( PlayerOwner != None && PlayerOwner.PlayerReplicationInfo != None ) { if ( PlayerOwner.PlayerReplicationInfo.Team != None ) { if ( PlayerOwner.PlayerReplicationInfo.Team.TeamIndex == 0 ) C.DrawColor = RedColor; else C.DrawColor = TurqColor; } } C.DrawText( ActiveName ); } C.DrawColor = SavedColor; } //----------------------------------------------------------------------------- // DrawHudPassC - Draw all the widgets here //----------------------------------------------------------------------------- simulated function DrawHudPassC(Canvas C) { local VoiceChatRoom VCR; //local float PortraitWidth,PortraitHeight, Abbrev, SmallH, NameWidth; //local string PortraitString; local ROPawn ROP; local ROGameReplicationInfo GRI; //local int i; //local float X, Y, XL, YL, alpha; local float Y, XL, YL, alpha; local string S; local color myColor; local AbsoluteCoordsInfo coords; local ROWeapon myweapon; // Set coordinates to use whole screen coords.width = C.ClipX; coords.height = C.ClipY; ROP = ROPawn(PawnOwner); GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); // Don't draw the healthfigure when in a vehicle if (bShowPersonalInfo && ROP != None) { DrawSpriteWidget(C, HealthFigureBackground); DrawSpriteWidget(C, HealthFigureStamina); DrawSpriteWidget(C, HealthFigure); DrawSpriteWidget(C, StanceIcon); DrawLocationHits(C, ROP); } // Show MG deploy icon if the weapon can be deployed if (PawnOwner != None && PawnOwner.bCanBipodDeploy) DrawSpriteWidget(C, MGDeployIcon); // Draw the icon for weapon resting if (PawnOwner != None) { if (PawnOwner.bRestingWeapon) { DrawSpriteWidget(C, WeaponRestingIcon); } else if (PawnOwner.bCanRestWeapon) { DrawSpriteWidget(C, WeaponCanRestIcon); } } // Resupply icon if (PawnOwner != None && PawnOwner.bTouchingResupply) { if (Vehicle(PawnOwner) != none) { if (Level.TimeSeconds - PawnOwner.LastResupplyTime <= 1.5) DrawSpriteWidget(C, ResupplyZoneResupplyingVehicleIcon); else DrawSpriteWidget(C, ResupplyZoneNormalVehicleIcon); } else { if (Level.TimeSeconds - PawnOwner.LastResupplyTime <= 1.5) DrawSpriteWidget(C, ResupplyZoneResupplyingPlayerIcon); else DrawSpriteWidget(C, ResupplyZoneNormalPlayerIcon); } } // Show weapon info if (bShowWeaponInfo && PawnOwner.Weapon != none && AmmoIcon.WidgetTexture != none ) { myweapon = ROWeapon(PawnOwner.Weapon); if ( myweapon != none ) { if ( myweapon.bWaitingToBolt || myweapon.AmmoAmount(0) <= 0 ) { AmmoIcon.Tints[TeamIndex] = WeaponReloadingColor; AmmoCount.Tints[TeamIndex] = WeaponReloadingColor; AutoFireIcon.Tints[TeamIndex] = WeaponReloadingColor; SemiFireIcon.Tints[TeamIndex] = WeaponReloadingColor; } else { AmmoIcon.Tints[TeamIndex] = default.AmmoIcon.Tints[TeamIndex]; AmmoCount.Tints[TeamIndex] = default.AmmoCount.Tints[TeamIndex]; AutoFireIcon.Tints[TeamIndex] = default.AutoFireIcon.Tints[TeamIndex]; SemiFireIcon.Tints[TeamIndex] = default.SemiFireIcon.Tints[TeamIndex]; } DrawSpriteWidget(C, AmmoIcon); DrawNumericWidget(C, AmmoCount, Digits); if( myweapon.bHasSelectFire ) { if( myweapon.UsingAutoFire() ) { DrawSpriteWidget(C, AutoFireIcon); } else { DrawSpriteWidget(C, SemiFireIcon); } } } } DrawCaptureBar(C); // Draw Compass if (bShowCompass) DrawCompass(C); // Draw the 'map updated' icon if (bShowMapUpdatedIcon) { alpha = (Level.TimeSeconds - MapUpdatedIconTime) % 2; if (alpha < 0.5) alpha = 1 - alpha / 0.5; else if (alpha < 1) alpha = (alpha - 0.5) / 0.5; else alpha = 1; myColor.R = 255; myColor.G = 255; myColor.B = 255; myColor.A = alpha * 255; if (myColor.A != 0) { // Set different position if not showing compass if (!bShowCompass) { MapUpdatedText.PosX = 0.95; MapUpdatedIcon.PosX = 0.95; } else { MapUpdatedText.PosX = default.MapUpdatedText.PosX; MapUpdatedIcon.PosX = default.MapUpdatedIcon.PosX; } XL = 0; YL = 0; Y = 0; if (bShowMapUpdatedText) { // Check width & height of text label S = class'ROTeamGame'.static.ParseLoadingHintNoColor(OpenMapText, PlayerController(Owner)); C.Font = getSmallMenuFont(C); //C.TextSize(S, XL, YL); // Draw text MapUpdatedText.text = S; MapUpdatedText.Tints[0] = myColor; MapUpdatedText.Tints[1] = myColor; MapUpdatedText.OffsetY = default.MapUpdatedText.OffsetY * MapUpdatedIcon.TextureScale; DrawTextWidgetClipped(C, MapUpdatedText, coords, XL, YL, Y); // Offset icon by text height MapUpdatedIcon.OffsetY = MapUpdatedText.OffsetY - YL - Y / 2; } else { // Offset icon by text height MapUpdatedIcon.OffsetY = default.MapUpdatedText.OffsetY * MapUpdatedIcon.TextureScale; } // Draw icon MapUpdatedIcon.Tints[0] = myColor; MapUpdatedIcon.Tints[1] = myColor; DrawSpriteWidgetClipped(C, MapUpdatedIcon, coords, true, XL, YL, true, true, true); // Check if we should stop showing the icon if (Level.TimeSeconds - MapUpdatedIconTime > MaxMapUpdatedIconDisplayTime) bShowMapUpdatedIcon = false; } } //if (!bNoEnemyNames) DrawPlayerNames(C); if((Level.NetMode == NM_Standalone || GRI.bAllowNetDebug) && bShowRelevancyDebugOverlay) DrawNetworkActors(C); // Comment Out for Release //if( Level.NetMode == NM_StandAlone ) // DrawCrosshair(C); // portrait if ( (bShowPortrait || (bShowPortraitVC && Level.TimeSeconds - LastPlayerIDTalkingTime < 2.0)) ) { // Start by updating current portrait PRI if ( (Level.TimeSeconds - LastPlayerIDTalkingTime < 0.1) && (PlayerOwner.GameReplicationInfo != None) ) { if ( (PortraitPRI == None) || (PortraitPRI.PlayerID != LastPlayerIDTalking) ) { if (PortraitPRI == none) PortraitX = 1; PortraitPRI = PlayerOwner.GameReplicationInfo.FindPlayerByID(LastPlayerIDTalking); if ( PortraitPRI != None ) PortraitTime = Level.TimeSeconds + 3; } else PortraitTime = Level.TimeSeconds + 0.2; } else LastPlayerIDTalking = 0; // Update portrait alpha value (fade in & fade out) if ( PortraitTime - Level.TimeSeconds > 0 ) PortraitX = FMax(0, PortraitX - 3 * (Level.TimeSeconds - hudLastRenderTime)); else if ( PortraitPRI != None ) { PortraitX = FMin(1, PortraitX + 3 * (Level.TimeSeconds - hudLastRenderTime)); if ( PortraitX == 1 ) { //Portrait = None; PortraitPRI = None; } } // Draw portrait if needed if (PortraitPRI != none) { if (PortraitPRI.Team != none) { if (PortraitPRI.Team.TeamIndex == 0) { PortraitIcon.WidgetTexture = CaptureBarTeamIcons[0]; PortraitText[0].Tints[TeamIndex] = SideColors[0]; } else if (PortraitPRI.Team.TeamIndex == 1) { PortraitIcon.WidgetTexture = CaptureBarTeamIcons[1]; PortraitText[0].Tints[TeamIndex] = SideColors[1]; } else { PortraitIcon.WidgetTexture = CaptureBarTeamIcons[0]; PortraitText[0].Tints[TeamIndex] = default.PortraitText[0].Tints[TeamIndex]; } } // PortraitX goes from 0 to 1 -- we'll use that as alpha PortraitIcon.Tints[TeamIndex].A = 255 * (1 - PortraitX); PortraitText[0].Tints[TeamIndex].A = PortraitIcon.Tints[TeamIndex].A; XL = 0; DrawSpriteWidgetClipped(C, PortraitIcon, coords, true, XL, YL, false, true); // Draw first line of text PortraitText[0].OffsetX = PortraitIcon.OffsetX * PortraitIcon.TextureScale + XL * 1.1; PortraitText[0].text = PortraitPRI.PlayerName; C.Font = GetFontSizeIndex(C,-2); DrawTextWidgetClipped(C, PortraitText[0], coords); // Draw second line of text VCR = PlayerOwner.VoiceReplicationInfo.GetChannelAt(PortraitPRI.ActiveChannel); if (VCR != none) PortraitText[1].text = "(" @ VCR.GetTitle() @ ")"; else PortraitText[1].text = "( ? )"; PortraitText[1].OffsetX = PortraitText[0].OffsetX; PortraitText[1].Tints[TeamIndex] = PortraitText[0].Tints[TeamIndex]; DrawTextWidgetClipped(C, PortraitText[1], coords); } /* PortraitWidth = 0.125 * C.ClipY; PortraitHeight = 1.5 * PortraitWidth; C.DrawColor = WhiteColor; C.SetPos(-PortraitWidth*PortraitX + 0.025*PortraitWidth,0.5*(C.ClipY-PortraitHeight) + 0.025*PortraitHeight); C.DrawTile( Portrait, PortraitWidth, PortraitHeight, 0, 0, 256, 384); C.SetPos(-PortraitWidth*PortraitX,0.5*(C.ClipY-PortraitHeight)); C.Font = GetFontSizeIndex(C,-2); PortraitString = PortraitPRI.PlayerName; C.StrLen(PortraitString,XL,YL); if ( XL > PortraitWidth ) { C.Font = GetFontSizeIndex(C,-4); C.StrLen(PortraitString,XL,YL); if ( XL > PortraitWidth ) { Abbrev = float(len(PortraitString)) * PortraitWidth/XL; PortraitString = left(PortraitString,Abbrev); C.StrLen(PortraitString,XL,YL); } } // Merge - Don't think we need this // C.DrawColor = C.static.MakeColor(160,160,160); // C.SetPos(-PortraitWidth*PortraitX + 0.025*PortraitWidth,0.5*(C.ClipY-PortraitHeight) + 0.025*PortraitHeight); // C.DrawTile( Material'XGameShaders.ModuNoise', PortraitWidth, PortraitHeight, 0.0, 0.0, 512, 512 ); C.DrawColor = WhiteColor; C.SetPos(-PortraitWidth*PortraitX,0.5*(C.ClipY-PortraitHeight)); //C.DrawTileStretched(texture 'InterfaceContent.Menu.BorderBoxA1', 1.05 * PortraitWidth, 1.05*PortraitHeight); C.DrawTileStretched(Texture'InterfaceArt_tex.Menu.RODisplay', 1.05 * PortraitWidth, 1.05*PortraitHeight); C.DrawColor = WhiteColor; X = C.ClipY/256-PortraitWidth*PortraitX; Y = 0.5*(C.ClipY+PortraitHeight) + 0.06*PortraitHeight; C.SetPos( X + 0.5 * (PortraitWidth - XL), Y ); if ( PortraitPRI != None ) { if ( PortraitPRI.Team != None ) { if ( PortraitPRI.Team.TeamIndex == 0 ) C.DrawColor = RedColor; else C.DrawColor = TurqColor; } C.DrawText(PortraitString,true); if ( Level.TimeSeconds - LastPlayerIDTalkingTime < 2.0 && PortraitPRI.ActiveChannel != -1 && PlayerOwner.VoiceReplicationInfo != None ) { VCR = PlayerOwner.VoiceReplicationInfo.GetChannelAt(PortraitPRI.ActiveChannel); if ( VCR != None ) { PortraitString = "(" @ VCR.GetTitle() @ ")"; C.StrLen( PortraitString, XL, YL ); if ( PortraitX == 0 ) C.SetPos( Max(0, X + 0.5 * (PortraitWidth - XL)), Y + YL ); else C.SetPos( X + 0.5 * (PortraitWidth - XL), Y + YL ); C.DrawText( PortraitString ); } } }*/ } if( bShowWeaponInfo && (PawnOwner != None) && (PawnOwner.Weapon != None) ) PawnOwner.Weapon.NewDrawWeaponInfo(C, 0.86 * C.ClipY); // Slow, for debugging only if( bDebugDriverCollision && class'ROEngine.ROLevelInfo'.static.RODebugMode() ) { DrawVehiclePointSphere(); } // Slow, for debugging only if( bDebugPlayerCollision && class'ROEngine.ROLevelInfo'.static.RODebugMode() ) { DrawPointSphere(); } } simulated function DrawPointSphere() { local coords CO; local ROPawn P; local vector HeadLoc; local int i; foreach DynamicActors(class'ROPawn', P) { if (P != none /*&& P != PawnOwner*/) { for(i=0; i<P.Hitpoints.Length; i++) { if( P.Hitpoints[i].PointBone != '' ) { CO = P.GetBoneCoords(P.Hitpoints[i].PointBone); HeadLoc = CO.Origin;// + (P.Hitpoints[i].PointHeight * P.Hitpoints[i].PointScale * CO.XAxis); HeadLoc = HeadLoc + (P.Hitpoints[i].PointOffset >> P.GetBoneRotation(P.Hitpoints[i].PointBone)/*P.Rotation*/); //P.DrawDebugSphere(HeadLoc, P.Hitpoints[i].PointHeight * P.Hitpoints[i].PointScale, 10, 0, 255, 0); if( i == MAINCOLLISIONINDEX ) { DrawDebugCylinder(HeadLoc,CO.XAxis,CO.YAxis,CO.ZAxis,P.Hitpoints[i].PointRadius * P.Hitpoints[i].PointScale,P.Hitpoints[i].PointHeight * P.Hitpoints[i].PointScale,10,0, 255, 0); } else { DrawDebugCylinder(HeadLoc,CO.ZAxis,CO.YAxis,CO.XAxis,P.Hitpoints[i].PointRadius * P.Hitpoints[i].PointScale,P.Hitpoints[i].PointHeight * P.Hitpoints[i].PointScale,10,0, 255, 0); } } } } } } simulated function DrawVehiclePointSphere() { local coords CO; local ROVehicle P; local ROVehicleWeapon V; local vector HeadLoc; local int i; foreach DynamicActors(class'ROVehicle', P) { if (P != None) { for(i=0; i<P.VehHitpoints.Length; i++) { if( P.VehHitpoints[i].PointBone != '' ) { CO = P.GetBoneCoords(P.VehHitpoints[i].PointBone); HeadLoc = CO.Origin + (P.VehHitpoints[i].PointHeight * P.VehHitpoints[i].PointScale * CO.XAxis); HeadLoc = HeadLoc + (P.VehHitpoints[i].PointOffset >> P.Rotation); P.DrawDebugSphere(HeadLoc, P.VehHitpoints[i].PointRadius * P.VehHitpoints[i].PointScale, 10, 0, 255, 0); } } } } foreach DynamicActors(class'ROVehicleWeapon', V) { if (V != None) { for(i=0; i<V.VehHitpoints.Length; i++) { if( V.VehHitpoints[i].PointBone != '' ) { CO = V.GetBoneCoords(V.VehHitpoints[i].PointBone); HeadLoc = CO.Origin + (V.VehHitpoints[i].PointHeight * V.VehHitpoints[i].PointScale * CO.XAxis); HeadLoc = HeadLoc + (V.VehHitpoints[i].PointOffset >> Rotator(CO.Xaxis)); V.DrawDebugSphere(HeadLoc, V.VehHitpoints[i].PointRadius * V.VehHitpoints[i].PointScale, 10, 0, 255, 0); } } } } } // Draw a debugging cylinder function DrawDebugCylinder(vector Base,vector X, vector Y,vector Z, FLOAT Radius,float HalfHeight,int NumSides, byte R, byte G, byte B) { local float AngleDelta; local vector LastVertex, Vertex; local int SideIndex; //Color = Color.RenderColor(); AngleDelta = 2.0f * PI / NumSides; LastVertex = Base + X * Radius; for(SideIndex = 0;SideIndex < NumSides;SideIndex++) { Vertex = Base + (X * Cos(AngleDelta * (SideIndex + 1)) + Y * Sin(AngleDelta * (SideIndex + 1))) * Radius; DrawDebugLine(LastVertex - Z * HalfHeight,Vertex - Z * HalfHeight,R,G,B); DrawDebugLine(LastVertex + Z * HalfHeight,Vertex + Z * HalfHeight,R,G,B); DrawDebugLine(LastVertex - Z * HalfHeight,LastVertex + Z * HalfHeight,R,G,B); LastVertex = Vertex; } } //----------------------------------------------------------------------------- // DrawPlayerNames - Draws identify info for friendlies //----------------------------------------------------------------------------- function DrawPlayerNames(Canvas C) { local actor HitActor; local vector HitLocation, HitNormal, ViewPos; local Vector ScreenPos, Loc, X, Y, Z, Dir; local float strX, strY; local string display; local float distance; if (PawnOwner == none || PawnOwner.Controller == None) return; ViewPos = PawnOwner.Location + PawnOwner.BaseEyeHeight * vect(0,0,1); HitActor = trace(HitLocation,HitNormal,ViewPos+/*512*/1600*vector(PawnOwner.Controller.Rotation),ViewPos,true); if ( (Pawn(HitActor) != None) && (Pawn(HitActor).PlayerReplicationInfo != None) && ( (PawnOwner.PlayerReplicationInfo.Team == None) || (PawnOwner.PlayerReplicationInfo.Team == Pawn(HitActor).PlayerReplicationInfo.Team)) ) { if ( (NamedPlayer != HitActor) || (Level.TimeSeconds - NameTime > 0.5) ) { //PlayerOwner.ReceiveLocalizedMessage(class'ROPlayerNameMessage',0,Pawn(HitActor).PlayerReplicationInfo); NameTime = Level.TimeSeconds; } NamedPlayer = Pawn(HitActor); } if (NamedPlayer != None && NamedPlayer.PlayerReplicationInfo != None && Level.TimeSeconds - NameTime < 1.0) { GetAxes(PlayerOwner.Rotation, X, Y, Z); Dir = Normal(NamedPlayer.Location - PawnOwner.Location); if (Dir dot X > 0.0) { C.DrawColor = GetTeamColor(NamedPlayer.PlayerReplicationInfo.Team.TeamIndex); C.Font = GetConsoleFont(C); if( ROPawn(PawnOwner)!= none && !NamedPlayer.IsA('Vehicle') && !ROPawn(PawnOwner).bUsedCarriedMGAmmo && ROPawn(NamedPlayer).bWeaponCanBeResupplied && ROPawn(NamedPlayer).bWeaponNeedsResupply) { // Draw player name Loc = NamedPlayer.Location; Loc.Z += NamedPlayer.CollisionHeight + 8; ScreenPos = C.WorldToScreen(Loc); C.TextSize(NamedPlayer.PlayerReplicationInfo.PlayerName, strX, strY); C.SetPos(ScreenPos.X - strX * 0.5, ScreenPos.Y - strY * 2.0); display = NamedPlayer.PlayerReplicationInfo.PlayerName; C.DrawTextClipped(display); distance = VSizeSquared(Loc - PawnOwner.Location); if( distance < 14400.0 ) // 2 Meters { ROPawn(PawnOwner).bCanResupply = true; display = class'ROTeamGame'.static.ParseLoadingHintNoColor(CanResupplyText, PlayerController(Owner)); } else { if( ROPawn(PawnOwner).bCanResupply ) ROPawn(PawnOwner).bCanResupply = false; display = NeedAmmoText; } // Draw text under player's name (need ammo or press x to resupply) C.DrawColor = WhiteColor; C.SetPos(ScreenPos.X - strX * 0.5, ScreenPos.Y - strY * 1.0); C.DrawTextClipped(display); } else { if( ROPawn(PawnOwner)!= none && ROPawn(PawnOwner).bCanResupply ) ROPawn(PawnOwner).bCanResupply = false; C.TextSize(NamedPlayer.PlayerReplicationInfo.PlayerName, strX, strY); Loc = NamedPlayer.Location; Loc.Z += NamedPlayer.CollisionHeight + 8; ScreenPos = C.WorldToScreen(Loc); C.SetPos(ScreenPos.X - strX * 0.5, ScreenPos.Y - strY * 0.5); display = NamedPlayer.PlayerReplicationInfo.PlayerName; C.DrawTextClipped(display); } } } } // Draw actors on the hud to help debugging network relevancy in network games function DrawNetworkActors(Canvas C) { local Vector ScreenPos, X, Y, Z, Dir; local float strX, strY; local string display; local Actor TestActor; local int Pos; if (PawnOwner == none || PawnOwner.Controller == none ) return; if( Level.NetMode != NM_Standalone && !ROGameReplicationInfo(PlayerOwner.GameReplicationInfo).bAllowNetDebug) return; foreach DynamicActors(class'Actor', TestActor) { if (TestActor != none && TestActor.IsA('Pawn')) { GetAxes(PlayerOwner.Rotation, X, Y, Z); Dir = Normal(TestActor.Location - PawnOwner.Location); if (Dir dot X > 0.0) { C.DrawColor = WhiteColor; C.Font = GetConsoleFont(C); display = ""$TestActor; // Remove the package name, if it exists Pos = InStr(display, "."); if ( Pos != -1 ) display = Mid(display, Pos + 1); C.TextSize(display, strX, strY); //Loc = NamedPlayer.Location; //Loc.Z += NamedPlayer.CollisionHeight + 8; ScreenPos = C.WorldToScreen(TestActor.Location); C.SetPos(ScreenPos.X - strX * 0.5, ScreenPos.Y - strY * 0.5); //display = NamedPlayer.PlayerReplicationInfo.PlayerName; C.DrawTextClipped(display); } } } } //----------------------------------------------------------------------------- // DrawObjectives - Renders the objectives on the HUD similar to the scoreboard //----------------------------------------------------------------------------- simulated function DrawObjectives(Canvas C) { local ROGameReplicationInfo GRI; local int i, OwnerTeam, objCount, SecondaryObjCount; local AbsoluteCoordsInfo MapCoords, subCoords; local bool bShowRally, bShowArtillery, bShowResupply, bShowArtyCoords, bShowNeutralObj, bShowMGResupplyRequest, bShowHelpRequest, bShowAttackDefendRequest, bShowArtyStrike, bShowDestroyableItems, bShowDestroyedItems, bShowVehicleResupply, bHasSecondaryObjectives; local float myMapScale, XL, YL, YL_one, time; local vector temp, MapCenter; local SpriteWidget widget; local Actor A; local ROPlayer player; local Controller P; // PSYONIX: DEBUG local Vehicle V; local float pawnRotation; local ROVehicleWeaponPawn myVehicleWeaponPawn; local float X, Y, strX, strY; local string S; // Net debug local Actor NetActor; local Pawn NetPawn; local ROPawn ROP; local int Pos; // AT Gun local bool bShowATGun; // Get GRI GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI == none) return; // Update time if (GRI != None) { if (!GRI.bMatchHasBegun) CurrentTime = FMax(0.0, GRI.RoundStartTime + GRI.PreStartTime - GRI.ElapsedTime); else CurrentTime = FMax(0.0, GRI.RoundStartTime + GRI.RoundDuration - GRI.ElapsedTime); } // Get player player = ROPlayer(PlayerOwner); // Get player team -- if none, we won't draw team-specific information on the map if (PlayerOwner != none ) OwnerTeam = PlayerOwner.GetTeamNum(); else OwnerTeam = 255; // Set map coords based on resolution // We want to keep a 4:3 aspect ratio for the map MapCoords.height = C.ClipY * 0.9; MapCoords.PosY = C.ClipY * 0.05; MapCoords.width = MapCoords.height * 4 / 3; MapCoords.PosX = (C.ClipX - MapCoords.width) / 2; // Calculate map offset (for animation) if (bAnimateMapIn) { AnimateMapCurrentPosition -= (Level.TimeSeconds - hudLastRenderTime) / AnimateMapSpeed; if (AnimateMapCurrentPosition <= 0) { AnimateMapCurrentPosition = 0; bAnimateMapIn = false; } } else if (bAnimateMapOut) { AnimateMapCurrentPosition += (Level.TimeSeconds - hudLastRenderTime) / AnimateMapSpeed; if (AnimateMapCurrentPosition >= default.AnimateMapCurrentPosition) { AnimateMapCurrentPosition = default.AnimateMapCurrentPosition; bAnimateMapOut = false; } } MapCoords.PosX += C.ClipX * AnimateMapCurrentPosition; // Draw map background DrawSpriteWidgetClipped(C, MapBackground, MapCoords, true); // Calculate absolute coordinates of level map GetAbsoluteCoordinatesAlt(MapCoords, MapLegendImageCoords, subCoords); //subCoords.PosX = MapCoords.PosX + MapCoords.width * MapLevelBounds.PosX; //subCoords.PosY = MapCoords.PosY + MapCoords.height * MapLevelBounds.PosY; //subCoords.height = MapCoords.height * MapLevelBounds.TextureScale; //subCoords.width = subCoords.height; // We want to show a square map, so force coords to be square // Save coordinates for use in menu page MapLevelImageCoordinates = subCoords; // Draw coordinates text on sides of the map for (i = 0; i < 9; i++) { MapCoordTextXWidget.PosX = (float(i) + 0.5) / 9; MapCoordTextXWidget.text = MapCoordTextX[i]; DrawTextWidgetClipped(C, MapCoordTextXWidget, subCoords); MapCoordTextYWidget.PosY = MapCoordTextXWidget.PosX; MapCoordTextYWidget.text = MapCoordTextY[i]; DrawTextWidgetClipped(C, MapCoordTextYWidget, subCoords); } // Draw level map MapLevelImage.WidgetTexture = GRI.MapImage; DrawSpriteWidgetClipped(C, MapLevelImage, subCoords, true); // Calculate level map constants temp = GRI.SouthWestBounds - GRI.NorthEastBounds; MapCenter = temp/2 + GRI.NorthEastBounds; myMapScale = abs(temp.x); if (myMapScale ~= 0) myMapScale = 1; // just so we never get divisions by 0 // Set the font to be used to draw objective text C.Font = GetSmallMenuFont(C); // Draw resupply areas for (i = 0; i < ArrayCount(GRI.ResupplyAreas); i++) { if (!GRI.ResupplyAreas[i].bActive || (GRI.ResupplyAreas[i].Team != OwnerTeam && GRI.ResupplyAreas[i].Team != NEUTRAL_TEAM_INDEX)) { continue; } if (GRI.ResupplyAreas[i].ResupplyType == 1) { // Tank resupply icon bShowVehicleResupply = true; DrawIconOnMap(C, subCoords, MapIconVehicleResupply, myMapScale, GRI.ResupplyAreas[i].ResupplyVolumeLocation, MapCenter); } else { // Player resupply icon bShowResupply = true; DrawIconOnMap(C, subCoords, MapIconResupply, myMapScale, GRI.ResupplyAreas[i].ResupplyVolumeLocation, MapCenter); } } // Draw AT-Guns for (i = 0; i < ArrayCount(GRI.ATCannons); i++) { if ( GRI.ATCannons[i].ATCannonLocation != vect(0,0,0) && GRI.ATCannons[i].Team == PlayerOwner.GetTeamNum()) { if( GRI.ATCannons[i].ATCannonLocation.Z > 0 ) // ATCannon is active is the Z location is greater than 0 { bShowATGun = true; // AT-Gun icon MapIconATGun.Tints[0] = WhiteColor; MapIconATGun.Tints[1] = WhiteColor; DrawIconOnMap(C, subCoords, MapIconATGun, myMapScale, GRI.ATCannons[i].ATCannonLocation, MapCenter); } // else // { // MapIconATGun.Tints[0] = GrayColor; // MapIconATGun.Tints[1] = GrayColor; // MapIconATGun.Tints[0].A = 125; // MapIconATGun.Tints[1].A = 125; // } } } if (Level.NetMode == NM_Standalone && bShowDebugInfoOnMap) { // PSYONIX: DEBUG - Show all vehicles on map who have no driver foreach DynamicActors(Class'Vehicle',V) { widget = MapIconRally[V.GetTeamNum()]; widget.TextureScale = 0.04f; if (V.health <= 0) widget.RenderStyle = STY_Translucent; else widget.RenderStyle = STY_Normal; // Empty Vehicle if (Bot(V.Controller) == none && (ROWheeledVehicle(V) != none && V.NumPassengers() == 0) ) DrawDebugIconOnMap(C, subCoords, widget, myMapScale, V.Location, MapCenter, ""); // VehicleWeapon // else if (Bot(V.Controller) != none && VehicleWeaponPawn(V) != none) // DrawDebugIconOnMap(C, subCoords, widget, myMapScale, V.Location + Vect(0,25,0), MapCenter, Left(Bot(V.Controller).Squad.GetOrders(),1)$" P"); // Vehicle else if ( VehicleWeaponPawn(V) == none && V.Controller != None ) DrawDebugIconOnMap(C, subCoords, widget, myMapScale, V.Location, MapCenter, Left(Bot(V.Controller).Squad.GetOrders(),1)$" "$V.NumPassengers()); } // PSYONIX: DEBUG - Show all players on map and indicate orders for (P = Level.ControllerList; P != None; P = P.NextController) { if (Bot(P) != None && P.Pawn != None && ROVehicle(P.Pawn) == None) { widget = MapIconTeam[P.GetTeamNum()]; widget.TextureScale = 0.025f; DrawDebugIconOnMap(C, subCoords, widget, myMapScale, P.Pawn.Location, MapCenter, Left(Bot(P).Squad.GetOrders(),1)); } } } if ((Level.NetMode == NM_Standalone || GRI.bAllowNetDebug) && bShowRelevancyDebugOnMap) { if( NetDebugMode == ND_All ) { foreach DynamicActors(Class'Actor',NetActor) { if(!NetActor.bStatic && !NetActor.bNoDelete) { widget = MapIconNeutral; widget.TextureScale = 0.04f; widget.RenderStyle = STY_Normal; DrawDebugIconOnMap(C, subCoords, widget, myMapScale, NetActor.Location, MapCenter, ""); } } } else if( NetDebugMode == ND_VehiclesOnly ) { // PSYONIX: DEBUG - Show all vehicles on map who have no driver foreach DynamicActors(Class'Vehicle',V) { widget = MapIconRally[V.GetTeamNum()]; widget.TextureScale = 0.04f; widget.RenderStyle = STY_Normal; if (ROWheeledVehicle(V) != none) DrawDebugIconOnMap(C, subCoords, widget, myMapScale, V.Location, MapCenter, ""); } } else if( NetDebugMode == ND_PlayersOnly ) { foreach DynamicActors(Class'ROPawn',ROP) { widget = MapIconTeam[ROP.GetTeamNum()]; widget.TextureScale = 0.04f; widget.RenderStyle = STY_Normal; DrawDebugIconOnMap(C, subCoords, widget, myMapScale, ROP.Location, MapCenter, ""); } } else if( NetDebugMode == ND_PawnsOnly ) { foreach DynamicActors(Class'Pawn',NetPawn) { if( Vehicle(NetPawn) != none) { widget = MapIconRally[V.GetTeamNum()]; } else if( ROPawn(NetPawn) != none ) { widget = MapIconTeam[NetPawn.GetTeamNum()]; } else { widget = MapIconNeutral; } widget.TextureScale = 0.04f; widget.RenderStyle = STY_Normal; DrawDebugIconOnMap(C, subCoords, widget, myMapScale, NetPawn.Location, MapCenter, ""); } } if( NetDebugMode == ND_AllWithText ) { foreach DynamicActors(Class'Actor',NetActor) { if(!NetActor.bStatic && !NetActor.bNoDelete) { widget = MapIconNeutral; widget.TextureScale = 0.04f; widget.RenderStyle = STY_Normal; S = ""$NetActor; // Remove the package name, if it exists Pos = InStr(S, "."); if ( Pos != -1 ) S = Mid(S, Pos + 1); DrawDebugIconOnMap(C, subCoords, widget, myMapScale, NetActor.Location, MapCenter, S); } } } } if (player != none) { // Draw the marked arty strike temp = player.SavedArtilleryCoords; if (temp != vect(0,0,0)) { bShowArtyCoords = true; widget = MapIconArtyStrike; widget.Tints[0].A = 125; widget.Tints[1].A = 125; DrawIconOnMap(C, subCoords, widget, myMapScale, temp, MapCenter); } // Draw the destroyable/destroyed targets if (player.Destroyables.length != 0) { for (i = 0; i < player.Destroyables.length; i++) { //if (player.Destroyables[i].GetStateName() == 'Broken') if (player.Destroyables[i].bHidden || player.Destroyables[i].bDamaged) { DrawIconOnMap(C, subCoords, MapIconDestroyedItem, myMapScale, player.Destroyables[i].Location, MapCenter); bShowDestroyedItems = true; } else { DrawIconOnMap(C, subCoords, MapIconDestroyableItem, myMapScale, player.Destroyables[i].Location, MapCenter); bShowDestroyableItems = true; } } } } if ( OwnerTeam != 255 ) { // Draw the in-progress arty strikes if (OwnerTeam == AXIS_TEAM_INDEX || OwnerTeam == ALLIES_TEAM_INDEX) if (GRI.ArtyStrikeLocation[OwnerTeam] != vect(0,0,0)) { DrawIconOnMap(C, subCoords, MapIconArtyStrike, myMapScale, GRI.ArtyStrikeLocation[OwnerTeam], MapCenter); bShowArtyStrike = true; } // Draw the rally points for (i = 0; i < ArrayCount(GRI.AxisRallyPoints); i++) { if ( OwnerTeam == AXIS_TEAM_INDEX ) temp = GRI.AxisRallyPoints[i].RallyPointLocation; else if ( OwnerTeam == ALLIES_TEAM_INDEX ) temp = GRI.AlliedRallyPoints[i].RallyPointLocation; // Draw the marked rally point if (temp != vect(0,0,0)) { bShowRally = true; DrawIconOnMap(C, subCoords, MapIconRally[OwnerTeam], myMapScale, temp, MapCenter); } } // Draw Artillery Radio Icons if ( OwnerTeam == AXIS_TEAM_INDEX ) { for ( i = 0; i < ArrayCount(GRI.AxisRadios); i++) { if(GRI.AxisRadios[i] == none) continue; bShowArtillery = true; DrawIconOnMap(C, subCoords, MapIconRadio, myMapScale, GRI.AxisRadios[i].Location, MapCenter); } } else if ( OwnerTeam == ALLIES_TEAM_INDEX ) { for ( i = 0; i < ArrayCount(GRI.AlliedRadios); i++) { if(GRI.AlliedRadios[i] == none) continue; bShowArtillery = true; DrawIconOnMap(C, subCoords, MapIconRadio, myMapScale, GRI.AlliedRadios[i].Location, MapCenter); } } // Draw help requests if ( OwnerTeam == AXIS_TEAM_INDEX ) { for ( i = 0; i < ArrayCount(GRI.AxisHelpRequests); i++) { if (GRI.AxisHelpRequests[i].requestType == 255) continue; switch (GRI.AxisHelpRequests[i].requestType) { case 0: // help request at objective bShowHelpRequest = true; widget = MapIconHelpRequest; widget.Tints[0].A = 125; widget.Tints[1].A = 125; DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[GRI.AxisHelpRequests[i].objectiveID].Location, MapCenter); break; case 1: // attack request case 2: // defend request bShowAttackDefendRequest = true; DrawIconOnMap(C, subCoords, MapIconAttackDefendRequest, myMapScale, GRI.Objectives[GRI.AxisHelpRequests[i].objectiveID].Location, MapCenter); break; case 3: // mg resupply requests bShowMGResupplyRequest = true; DrawIconOnMap(C, subCoords, MapIconMGResupplyRequest[AXIS_TEAM_INDEX], myMapScale, GRI.AxisHelpRequestsLocs[i], MapCenter); break; case 4: // help request at coords bShowHelpRequest = true; DrawIconOnMap(C, subCoords, MapIconHelpRequest, myMapScale, GRI.AxisHelpRequestsLocs[i], MapCenter); break; default: log("Unknown requestType found in AxisHelpRequests[i]: " $ GRI.AxisHelpRequests[i].requestType); } } } else if ( OwnerTeam == ALLIES_TEAM_INDEX ) { for ( i = 0; i < ArrayCount(GRI.AlliedHelpRequests); i++) { if(GRI.AlliedHelpRequests[i].requestType == 255) continue; switch (GRI.AlliedHelpRequests[i].requestType) { case 0: // help request at objective bShowHelpRequest = true; widget = MapIconHelpRequest; widget.Tints[0].A = 125; widget.Tints[1].A = 125; DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[GRI.AlliedHelpRequests[i].objectiveID].Location, MapCenter); break; case 1: // attack request case 2: // defend request bShowAttackDefendRequest = true; DrawIconOnMap(C, subCoords, MapIconAttackDefendRequest, myMapScale, GRI.Objectives[GRI.AlliedHelpRequests[i].objectiveID].Location, MapCenter); break; case 3: // mg resupply requests bShowMGResupplyRequest = true; DrawIconOnMap(C, subCoords, MapIconMGResupplyRequest[ALLIES_TEAM_INDEX], myMapScale, GRI.AlliedHelpRequestsLocs[i], MapCenter); break; case 4: // help request at coords bShowHelpRequest = true; DrawIconOnMap(C, subCoords, MapIconHelpRequest, myMapScale, GRI.AlliedHelpRequestsLocs[i], MapCenter); break; default: log("Unknown requestType found in AlliedHelpRequests[i]: " $ GRI.AlliedHelpRequests[i].requestType); } } } } // Draw objectives for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == None) continue; // Setup icon info if (GRI.Objectives[i].ObjState == OBJ_Axis) widget = MapIconTeam[AXIS_TEAM_INDEX]; else if (GRI.Objectives[i].ObjState == OBJ_Allies) widget = MapIconTeam[ALLIES_TEAM_INDEX]; else { bShowNeutralObj = true; widget = MapIconNeutral; } if (!GRI.Objectives[i].bActive) { widget.Tints[0] = GrayColor; widget.Tints[1] = GrayColor; widget.Tints[0].A = 125; widget.Tints[1].A = 125; } else { widget.Tints[0] = WhiteColor; widget.Tints[1] = WhiteColor; } // Draw flashing icon if objective is disputed if (GRI.Objectives[i].CompressedCapProgress != 0 && GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { if (GRI.Objectives[i].CompressedCapProgress == 1 || GRI.Objectives[i].CompressedCapProgress == 2) DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[i].Location, MapCenter, 2, GRI.Objectives[i].ObjName, GRI, i); else if (GRI.Objectives[i].CompressedCapProgress == 3 || GRI.Objectives[i].CompressedCapProgress == 4) DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[i].Location, MapCenter, 3, GRI.Objectives[i].ObjName, GRI, i); else DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[i].Location, MapCenter, 1, GRI.Objectives[i].ObjName, GRI, i); } else DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[i].Location, MapCenter, 1, GRI.Objectives[i].ObjName, GRI, i); // If the objective isn't completely captured, overlay a flashing icon from other team if (GRI.Objectives[i].CompressedCapProgress != 0 && GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { if (GRI.Objectives[i].CurrentCapTeam == ALLIES_TEAM_INDEX) widget = MapIconDispute[ALLIES_TEAM_INDEX]; else widget = MapIconDispute[AXIS_TEAM_INDEX]; if (GRI.Objectives[i].CompressedCapProgress == 1 || GRI.Objectives[i].CompressedCapProgress == 2) DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[i].Location, MapCenter, 4); else if (GRI.Objectives[i].CompressedCapProgress == 3 || GRI.Objectives[i].CompressedCapProgress == 4) DrawIconOnMap(C, subCoords, widget, myMapScale, GRI.Objectives[i].Location, MapCenter, 5); } } // Get player actor if (PawnOwner != None) A = PawnOwner; else if (PlayerOwner.IsInState('Spectating')) A = PlayerOwner; else if (PlayerOwner.Pawn != None) A = PlayerOwner.Pawn; // Fix for frelled rotation on weapon pawns myVehicleWeaponPawn = ROVehicleWeaponPawn(A); if (myVehicleWeaponPawn != none) { player = ROPlayer(myVehicleWeaponPawn.Controller); if (player != none && myVehicleWeaponPawn.VehicleBase != none) pawnRotation = -player.CalcViewRotation.Yaw; else if (myVehicleWeaponPawn.VehicleBase != none) pawnRotation = -myVehicleWeaponPawn.VehicleBase.Rotation.Yaw; else pawnRotation = -A.Rotation.Yaw; } else if (A != none) pawnRotation = -A.Rotation.Yaw; // Draw player icon if (A != none) { // Set proper icon rotation if ( GRI.OverheadOffset == 90 ) TexRotator(FinalBlend(MapPlayerIcon.WidgetTexture).Material).Rotation.Yaw = pawnRotation - 32768; else if( GRI.OverheadOffset == 180 ) TexRotator(FinalBlend(MapPlayerIcon.WidgetTexture).Material).Rotation.Yaw = pawnRotation - 49152; else if( GRI.OverheadOffset == 270 ) TexRotator(FinalBlend(MapPlayerIcon.WidgetTexture).Material).Rotation.Yaw = pawnRotation; else TexRotator(FinalBlend(MapPlayerIcon.WidgetTexture).Material).Rotation.Yaw = pawnRotation - 16384; // Draw the player icon DrawIconOnMap(C, subCoords, MapPlayerIcon, myMapScale, A.Location, MapCenter); } // Overhead map debugging if (Level.NetMode == NM_Standalone && ROTeamGame(Level.Game).LevelInfo.bDebugOverhead) { DrawIconOnMap(C, subCoords, MapIconTeam[ALLIES_TEAM_INDEX], myMapScale, GRI.NorthEastBounds, MapCenter); DrawIconOnMap(C, subCoords, MapIconTeam[AXIS_TEAM_INDEX], myMapScale, GRI.SouthWestBounds, MapCenter); } // Draw timer DrawTextWidgetClipped(C, MapTimerTitle, MapCoords, XL, YL, YL_one); // Calculate seconds & minutes time = CurrentTime; MapTimerTexts[3].text = string(int(time % 10)); time /= 10; MapTimerTexts[2].text = string(int(time % 6)); time /= 6; MapTimerTexts[1].text = string(int(time % 10)); time /= 10; MapTimerTexts[0].text = string(int(time)); // Draw timer values C.Font = GetFontSizeIndex(C, -2); for (i = 0; i < 4; i++) DrawTextWidgetClipped(C, MapTimerTexts[i], MapCoords, XL, YL, YL_one); C.Font = GetSmallMenuFont(C); // Calc legend coords GetAbsoluteCoordinatesAlt(MapCoords, MapLegendCoords, subCoords); // Draw legend background //DrawSpriteWidgetClipped(C, MapLegend, subCoords, true); // Draw legend title DrawTextWidgetClipped(C, MapLegendTitle, subCoords, XL, YL, YL_one); // Set initial icon + text values //MapLegendIcons.OffsetY = 0; //MapLegendTexts.OffsetY = 0; // Draw legend elements LegendItemsIndex = 2; // no item at position #0 and #1 (reserved for title) DrawLegendElement(C, subCoords, MapIconTeam[AXIS_TEAM_INDEX], LegendAxisObjectiveText); DrawLegendElement(C, subCoords, MapIconTeam[ALLIES_TEAM_INDEX], LegendAlliesObjectiveText); if (bShowNeutralObj || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconNeutral, LegendNeutralObjectiveText); if (bShowArtillery || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconRadio, LegendArtilleryRadioText); if (bShowResupply || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconResupply, LegendResupplyAreaText); if (bShowVehicleResupply) DrawLegendElement(C, subCoords, MapIconVehicleResupply, LegendResupplyAreaText); if (bShowRally || bShowAllItemsInMapLegend) if (OwnerTeam != 255) DrawLegendElement(C, subCoords, MapIconRally[OwnerTeam], LegendRallyPointText); if (bShowArtyCoords || bShowAllItemsInMapLegend) { widget = MapIconArtyStrike; widget.Tints[TeamIndex].A = 64; DrawLegendElement(C, subCoords, widget, LegendSavedArtilleryText); widget.Tints[TeamIndex].A = 255; } if (bShowArtyStrike || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconArtyStrike, LegendArtyStrikeText); if (bShowMGResupplyRequest || bShowAllItemsInMapLegend) if (OwnerTeam != 255) DrawLegendElement(C, subCoords, MapIconMGResupplyRequest[OwnerTeam], LegendMGResupplyText); if (bShowHelpRequest || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconHelpRequest, LegendHelpRequestText); if (bShowAttackDefendRequest || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconAttackDefendRequest, LegendOrderTargetText); if (bShowDestroyableItems || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconDestroyableItem, LegendDestroyableItemText); if (bShowDestroyedItems || bShowAllItemsInMapLegend) DrawLegendElement(C, subCoords, MapIconDestroyedItem, LegendDestroyedItemText); if (bShowATGun) DrawLegendElement(C, subCoords, MapIconATGun, LegendATGunText); // Calc objective text box coords GetAbsoluteCoordinatesAlt(MapCoords, MapObjectivesCoords, subCoords); // See if there are any secondary objectives for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || !GRI.Objectives[i].bActive ) continue; if( !GRI.Objectives[i].bRequired ) { bHasSecondaryObjectives=true; break; } } // Draw objective text box header if( bHasSecondaryObjectives ) { DrawTextWidgetClipped(C, MapRequiredObjectivesTitle, subCoords, XL, YL, YL_one); } else { DrawTextWidgetClipped(C, MapObjectivesTitle, subCoords, XL, YL, YL_one); } MapObjectivesTexts.OffsetY = 0; // Draw objective texts objCount = 1; C.Font = GetSmallMenuFont(C); for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || !GRI.Objectives[i].bActive || !GRI.Objectives[i].bRequired) continue; if (GRI.Objectives[i].ObjState != OwnerTeam) MapObjectivesTexts.text = objCount $ ". " $ GRI.Objectives[i].AttackerDescription; else MapObjectivesTexts.text = objCount $ ". " $ GRI.Objectives[i].DefenderDescription; DrawTextWidgetClipped(C, MapObjectivesTexts, subCoords, XL, YL, YL_one); MapObjectivesTexts.OffsetY += YL + YL_one * 0.5; objCount++; } if( bHasSecondaryObjectives ) { MapObjectivesTexts.OffsetY += YL + YL_one * 0.5; MapObjectivesTexts.OffsetY += YL + YL_one * 0.5; MapSecondaryObjectivesTitle.OffsetY = MapObjectivesTexts.OffsetY; DrawTextWidgetClipped(C, MapSecondaryObjectivesTitle, subCoords, XL, YL, YL_one); for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || !GRI.Objectives[i].bActive|| GRI.Objectives[i].bRequired) continue; if (GRI.Objectives[i].ObjState != OwnerTeam) MapObjectivesTexts.text = (SecondaryObjCount + 1) $ ". " $ GRI.Objectives[i].AttackerDescription; else MapObjectivesTexts.text = (SecondaryObjCount + 1) $ ". " $ GRI.Objectives[i].DefenderDescription; DrawTextWidgetClipped(C, MapObjectivesTexts, subCoords, XL, YL, YL_one); MapObjectivesTexts.OffsetY += YL + YL_one * 0.5; SecondaryObjCount++; } } // Draw 'objectives missing' if no objectives found -- for debug only if (objCount == 1) { MapObjectivesTexts.text = "(OBJECTIVES MISSING)"; DrawTextWidgetClipped(C, MapObjectivesTexts, subCoords, XL, YL, YL_one); } // Draw timer //DrawSpriteWidgetClipped(C, ClockBase, MapCoords, true, XL, YL, false, true); //DrawSpriteWidgetClipped(C, ClockHand, MapCoords, true, XL, YL, false, true); // Draw the instruction header S = class'ROTeamGame'.static.ParseLoadingHintNoColor(SituationMapInstructionsText, PlayerController(Owner)); C.DrawColor = WhiteColor; C.Font = GetLargeMenuFont(C); X = C.ClipX * 0.5; Y = C.ClipY * 0.01; C.TextSize(S, strX, strY); C.SetPos(X - strX / 2, Y); C.DrawTextClipped(S); } // Draw debugging info on the overhead map function DrawDebugIconOnMap(Canvas C, AbsoluteCoordsInfo levelCoords, SpriteWidget icon, float myMapScale, vector location, vector MapCenter, optional string title) { local vector HUDLocation; local float XL, YL; local SpriteWidget myIcon; // Calculate proper position HUDLocation = location - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); myIcon = icon; myIcon.PosX = HUDLocation.X / myMapScale + 0.5; myIcon.PosY = HUDLocation.Y / myMapScale + 0.5; // Bound the values between 0 and 1 myIcon.PosX = fmax(0.0, fmin(1.0, myIcon.PosX)); myIcon.PosY = fmax(0.0, fmin(1.0, myIcon.PosY)); // Draw icon! DrawSpriteWidgetClipped(C, myIcon, levelCoords, true, XL, YL, true); if (title != "") { // Setup text info MapTexts.text = title; MapTexts.PosX = myIcon.PosX; MapTexts.PosY = myIcon.PosY; MapTexts.OffsetY = YL * 0.6; // Draw text DrawTextWidgetClipped(C, MapTexts, levelCoords); } } simulated function DrawRoute() { local Controller C; local Bot B, M; local vector End; Super.DrawRoute(); // PSYONIX: draw the squads C = Pawn(PlayerOwner.ViewTarget).Controller; if ( C == None ) return; B = Bot(C); if ( B == None ) return; if (B.Squad.SquadLeader.Pawn == None) return; End = B.Squad.SquadLeader.Pawn.Location; for (M=B.Squad.SquadMembers; M!=None; M=M.NextSquadMember) { if (M.Pawn != None && M != M.Squad.SquadLeader) Draw3DLine(M.Pawn.Location + (M.Pawn.BaseEyeHeight * vect(0,0,1)),End,Class'Canvas'.Static.MakeColor(70,131,244)); } } // valid flash modes: // 0 - just draw using assigned texture // 1 - draw using normal map icon texture // 2 - draw using flashing map icon texture // 3 - draw using fast-flashing map icon texture // 4 - draw using flashing map icon texture (out of phase) // 5 - draw using fast-flashing map icon texture (out of phase) function DrawIconOnMap(Canvas C, AbsoluteCoordsInfo levelCoords, SpriteWidget icon, float myMapScale, vector location, vector MapCenter, optional int flashMode, optional string title, optional ROGameReplicationInfo GRI, optional int objective_index) { local vector HUDLocation; local float XL, YL, YL_one; local SpriteWidget myIcon; local FloatBox label_coords; // Calculate proper position HUDLocation = location - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); myIcon = icon; myIcon.PosX = HUDLocation.X / myMapScale + 0.5; myIcon.PosY = HUDLocation.Y / myMapScale + 0.5; // Bound the values between 0 and 1 myIcon.PosX = fmax(0.0, fmin(1.0, myIcon.PosX)); myIcon.PosY = fmax(0.0, fmin(1.0, myIcon.PosY)); // Set flashing texture if needed if (flashMode != 0) { if (flashMode == 2) myIcon.WidgetTexture = MapIconsFlash; else if (flashMode == 3) myIcon.WidgetTexture = MapIconsFastFlash; else if (flashMode == 4) myIcon.WidgetTexture = MapIconsAltFlash; else if (flashMode == 5) myIcon.WidgetTexture = MapIconsAltFastFlash; //else if (flashMode == 1) // myIcon.WidgetTexture = icon.WidgetTexture; // not needed } // Draw icon! DrawSpriteWidgetClipped(C, myIcon, levelCoords, true, XL, YL, true); if (title != "" && !GRI.Objectives[objective_index].bDoNotDisplayTitleOnSituationMap) { // Setup text info MapTexts.text = title; MapTexts.PosX = myIcon.PosX; MapTexts.PosY = myIcon.PosY; MapTexts.Tints[TeamIndex].A = myIcon.Tints[TeamIndex].A; MapTexts.OffsetY = YL * 0.3; // Fake render to get desired label pos DrawTextWidgetClipped(C, MapTexts, levelCoords, XL, YL, YL_one, true); // Update objective floatbox info with desired coords label_coords.X1 = levelCoords.width * MapTexts.PosX - XL/2; label_coords.Y1 = levelCoords.height * MapTexts.PosY; label_coords.X2 = label_coords.X1 + XL; label_coords.Y2 = label_coords.Y1 + YL; // Iterate through objectives list and check if we should offset label UpdateMapIconLabelCoords(label_coords, GRI, objective_index); // Update Y offset MapTexts.OffsetY += GRI.Objectives[objective_index].LabelCoords.Y1 - label_coords.Y1; // Draw text DrawTextWidgetClipped(C, MapTexts, levelCoords); } } simulated function UpdateMapIconLabelCoords(FloatBox label_coords, ROGameReplicationInfo GRI, int current_obj) { local int i, count; local float new_y; // Do not update label coords if it's disabled in the objective if (GRI.Objectives[current_obj].bDoNotUseLabelShiftingOnSituationMap) { GRI.Objectives[current_obj].LabelCoords = label_coords; return; } if (current_obj == 0) { // Set label position to be same as tested position GRI.Objectives[0].LabelCoords = label_coords; return; } for (i = 0; i < current_obj; i++) { // Check if there's overlap in the X axis if (!(label_coords.X2 <= GRI.Objectives[i].LabelCoords.X1 || label_coords.X1 >= GRI.Objectives[i].LabelCoords.X2)) { // There's overlap! Check if there's overlap in the Y axis if (!(label_coords.Y2 <= GRI.Objectives[i].LabelCoords.Y1 || label_coords.Y1 >= GRI.Objectives[i].LabelCoords.Y2)) { // There's overlap on both axis: the label overlaps. // Update the position of the label new_y = GRI.Objectives[i].LabelCoords.Y2 - (label_coords.Y2 - label_coords.Y1) * 0.00; label_coords.Y2 = new_y + label_coords.Y2 - label_coords.Y1; label_coords.Y1 = new_y; //if (i != 0) i = -1; // This is to force rechecking of all possible overlaps // to ensure that no other label overlaps with this // Safety count++; if (count > current_obj * 5) break; } } } // Set new label position GRI.Objectives[current_obj].LabelCoords = label_coords; } simulated function DrawLegendElement(Canvas C, AbsoluteCoordsInfo coords, SpriteWidget icon, string text) { local float X, Y, XL, YL, YL2; // We'll have four columns of 4 items MapLegendIcons.PosX = (float(LegendItemsIndex / 4) + 0.05) / 4; MapLegendIcons.PosY = (LegendItemsIndex % 4 + 0.5) / 4; MapLegendIcons.WidgetTexture = icon.WidgetTexture; MapLegendIcons.Tints[TeamIndex] = icon.Tints[TeamIndex]; MapLegendIcons.TextureCoords = icon.TextureCoords; DrawSpriteWidgetClipped(C, MapLegendIcons, coords, true, XL, YL, true, true); // Same data for text MapLegendTexts.text = text; MapLegendTexts.PosX = MapLegendIcons.PosX; MapLegendTexts.PosY = MapLegendIcons.PosY; MapLegendTexts.offsetX = XL * 1.05; DrawTextWidgetClipped(C, MapLegendTexts, coords, X, Y, YL2); //MapLegendIcons.OffsetY += max(YL, Y) + YL2 * 0.5; //MapLegendTexts.OffsetY = MapLegendIcons.OffsetY; LegendItemsIndex++; } // returns true if click was out of level image bounds, meaning // that menu should close simulated function bool HandleLevelMapClick(float X, float Y) { local float mapX, mapY, myMapScale; local vector temp, MapCenter, real; local ROGameReplicationInfo GRI; local ROLevelInfo levelinfo; local float minTimeBetweenRallyAssign; // Calculate 0-1 value mapX = (X - MapLevelImageCoordinates.PosX) / MapLevelImageCoordinates.width; mapY = (Y - MapLevelImageCoordinates.PosY) / MapLevelImageCoordinates.height; if (mapX < 0 || mapX > 1 || mapY < 0 || mapY > 1) return true; // Get GRI GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI == none) return false; // Calculate map image constants temp = GRI.SouthWestBounds - GRI.NorthEastBounds; MapCenter = temp/2 + GRI.NorthEastBounds; myMapScale = abs(temp.x); // Modify MapX and MapY to compensate for map rotation real.X = MapX - 0.5; real.Y = MapY - 0.5; real = GetAdjustedHudLocation(real, true); MapX = real.X + 0.5; MapY = real.Y + 0.5; // Do inverse transform to find out coordinates to put rally point at real = MapCenter; real.X += (mapX - 0.5) * myMapScale; real.Y += (mapY - 0.5) * myMapScale; // Find levelinfo & assign minimum time between rally set foreach AllActors(class'ROLevelInfo', levelinfo) break; minTimeBetweenRallyAssign = 0.5; if (levelinfo != none) minTimeBetweenRallyAssign = levelinfo.RallyPointInterval; // Check if we're allowed to set a rally point if (MapLastRallyPointAssignTime + minTimeBetweenRallyAssign * 1.05 < Level.TimeSeconds) { MapLastRallyPointAssignTime = Level.TimeSeconds; ROPlayer(PlayerOwner).ServerSaveRallyPointFromHud(real); PlayAssignSound(true); } else PlayAssignSound(false); return false; } function PlayAssignSound(bool bSuccessfull) { if (PlayerOwner != none && PlayerOwner.ViewTarget != None ) { if (bSuccessfull) PlayerOwner.ViewTarget.PlaySound(AssignOKSound, SLOT_None,,,,,false); else PlayerOwner.ViewTarget.PlaySound(AssignFailedSound, SLOT_None,,,,,false); } } /*simulated function OldDrawObjectives(Canvas C) { local float X, Y, XL, YL, MapX, MapY, Scale; local ROGameReplicationInfo GRI; local int i, OwnerTeam; local string S; // Ramm map stuff local vector HUDLocation, MapCenter; local float CenterPosX, CenterPosY, Radarwidth, RadarHeight; local float PlayerIconSize; local FinalBlend PlayerIcon; local Actor A; local vector Temp, MyArtyCoords, RallyPointCoords; local Material OverheadMap; local float SavedOpacity; local Color OldDrawColor; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI == None) return; // Avoid multiple checks for this if( PlayerOwner != none ) { OwnerTeam = PlayerOwner.GetTeamNum(); } // store old opacity and set to 1.0 for map overlay rendering SavedOpacity = C.ColorModulate.W; C.ColorModulate.W = 1.0; scale = C.SizeX / 1600.0; C.Style = ERenderStyle.STY_Alpha; C.SetDrawColor(0,0,0,128); C.SetPos(0,0); C.DrawRect(Material'Engine.WhiteSquareTexture', C.ClipX, C.ClipY); C.SetPos(0, 0.025 * C.ClipY); C.SetDrawColor(255,255,255,255); C.DrawTile(HeaderImage, C.ClipX, 0.05 * C.ClipY, 0, 0, 2048, 64); C.SetDrawColor(0,0,0,255); C.Font = GetLargeMenuFont(C); C.DrawTextJustified(ObjectivesText, 1, 0, 0, C.ClipX, 0.10 * C.ClipY); C.Font = GetSmallMenuFont(C); C.DrawColor = WhiteColor; MapX = 0.45 * C.ClipX; MapY = 0.15 * C.ClipY; // Ramm map code Temp = GRI.SouthWestBounds - GRI.NorthEastBounds; MapScale = (GRI.MapImage.MaterialUSize() * Scale)/abs(Temp.X); MapCenter = Temp/2 + GRI.NorthEastBounds; MapScale *= 1.5; RadarWidth = 0.5 * GRI.MapImage.MaterialUSize() * scale * 1.5; RadarHeight = 0.5 * GRI.MapImage.MaterialVSize() * scale * 1.5; CenterPosX = MapX + RadarWidth; CenterPosY = MapY + RadarHeight; // Draw the overhead map C.SetPos(MapX, MapY); if (GRI.MapImage != None) { OverheadMap = GRI.MapImage; C.DrawTileScaled(OverheadMap, scale * 1.5 , scale * 1.5 ); } X = 0.05 * C.ClipX; Y = 0.15 * C.ClipY; // Draw resupply zones for (i = 0; i < ArrayCount(GRI.ResupplyAreas); i++) { if (!GRI.ResupplyAreas[i].bActive) continue; OldDrawColor = C.DrawColor; C.DrawColor.r=0; C.DrawColor.g=0; C.DrawColor.b=0; C.DrawColor.a=200; //TODO: REPLACE THIS CRAP WITH TEAM AMMO ICONS (justinh) // Questionable whether we should allow players to see where the other teams ammo supply is if (GRI.ResupplyAreas[i].Team == AXIS_TEAM_INDEX) C.DrawColor.b=200; else if (GRI.ResupplyAreas[i].Team == ALLIES_TEAM_INDEX) C.DrawColor.r=200; else { C.DrawColor.r=200; C.DrawColor.g=200; C.DrawColor.b=200; } HUDLocation = GRI.ResupplyAreas[i].ResupplyVolumeLocation - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawTileScaled(Texture'ROInterfaceArt.HUD.hud_mg42', Scale/4, Scale/4); C.DrawColor = OldDrawColor; } // Draw the objectives for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == None) continue; //S = "OBJ" $ (i + 1) $ ": ObjState ="@GRI.Objectives[i].ObjState@"bActive ="@GRI.Objectives[i].bObjActive@"CurNum[AXIS_TEAM_INDEX] ="@GRI.Objectives[i].CurNum[AXIS_TEAM_INDEX]@"CurNum[ALLIES_TEAM_INDEX] ="@GRI.Objectives[i].CurNum[ALLIES_TEAM_INDEX]@"CapturePercentage ="@GRI.Objectives[i].CapturePercentage@"DisputedCapturePercentage ="@GRI.Objectives[i].DisputedCapturePercentage;; if (GRI.Objectives[i].bActive) //bObjActive { S = "OBJ" $ (i + 1) $ ": "; if (GRI.Objectives[i].ObjState != PlayerOwner.PlayerReplicationInfo.Team.TeamIndex) S = S $ GRI.Objectives[i].AttackerDescription; else S = S $ GRI.Objectives[i].DefenderDescription; C.SetPos(X, Y); C.StrLen(S, XL, YL); //C.DrawTextClipped(S); C.DrawTextJustified(S, 2, X, Y, 0.4 * C.ClipX, Y + YL); /*if (!GRI.Objectives[i].bActive) //bObjActive { if (GRI.Objectives[i].ObjState != PlayerOwner.PlayerReplicationInfo.Team.TeamIndex) { C.DrawColor = RedColor; C.DrawText(" " $ ObjFailedText); } else { C.DrawColor = GreenColor; C.DrawText(" " $ ObjCompleteText); } }*/ Y += YL * 2; } HUDLocation = GRI.Objectives[i].Location - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.StrLen(GRI.Objectives[i].ObjName, XL, YL); C.SetPos((CenterPosX + HUDLocation.X * MapScale) - XL / 2, (CenterPosY + HUDLocation.Y * MapScale) - YL - 16 * Scale); /*if (GRI.Objectives[i].ObjState == OBJ_German) C.DrawColor = GermanColor; else if (GRI.Objectives[i].ObjState == OBJ_Russian) C.DrawColor = RussianColor; else*/ if (!GRI.Objectives[i].bActive) //bObjActive { C.DrawColor = GrayColor; C.DrawColor.A = 125; } else { C.DrawColor = WhiteColor; } C.DrawTextClipped(GRI.Objectives[i].ObjName); C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); if (GRI.Objectives[i].ObjState == OBJ_Axis) C.DrawTileScaled(NationIcons[GRI.NationIndex[AXIS_TEAM_INDEX]], Scale, Scale); else if (GRI.Objectives[i].ObjState == OBJ_Allies) C.DrawTileScaled(NationIcons[GRI.NationIndex[ALLIES_TEAM_INDEX]], Scale, Scale); else C.DrawTileScaled(NeutralIcon, Scale, Scale); C.DrawColor = WhiteColor; } // Draw the legend - Raw but functional - Ramm X = 0.45 * C.ClipX; Y = 0.81 * C.ClipY; C.SetPos(X,Y); C.DrawTileScaled(ArtilleryIcon, Scale, Scale); X = 0.48 * C.ClipX; Y = 0.81 * C.ClipY; C.SetPos(X , Y ); C.DrawTextClipped("Artillery Coordinates"); X = 0.45 * C.ClipX; Y = 0.86 * C.ClipY; C.SetPos(X,Y); C.DrawTileScaled(RadioIcon, Scale, Scale); X = 0.48 * C.ClipX; Y = 0.86 * C.ClipY; C.SetPos(X , Y ); C.DrawTextClipped("Artillery Radios"); X = 0.45 * C.ClipX; Y = 0.91 * C.ClipY; C.SetPos(X,Y); C.DrawTileScaled(RallyPointIcon, Scale, Scale); X = 0.48 * C.ClipX; Y = 0.91 * C.ClipY; C.SetPos(X , Y ); C.DrawTextClipped("Rally Points"); MyArtyCoords = ROPlayer(PlayerOwner).SavedArtilleryCoords; // Draw the marked arty strike if (MyArtyCoords != vect(0,0,0)) { HUDLocation = MyArtyCoords - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.DrawColor = WhiteColor; C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawTileScaled(ArtilleryIcon, Scale, Scale); } // The coordinates for the rally point if ( OwnerTeam != 255 ) { for (i = 0; i < ArrayCount(GRI.AxisRallyPoints); i++) { if ( OwnerTeam == AXIS_TEAM_INDEX ) { RallyPointCoords = GRI.AxisRallyPoints[i].RallyPointLocation; } else if ( OwnerTeam == ALLIES_TEAM_INDEX ) { RallyPointCoords = GRI.AlliedRallyPoints[i].RallyPointLocation; } // Draw the marked rally point if (RallyPointCoords != vect(0,0,0)) { HUDLocation = RallyPointCoords - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); // Don't let rally point be drawn off the map if (abs(HUDLocation.X * MapScale) < (RadarWidth) && abs(HUDLocation.Y * MapScale) < (RadarHeight)) { C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawColor = WhiteColor; C.DrawTileScaled(RallyPointIcon, Scale, Scale); } } } // Draw Artillery Radio Icons if ( OwnerTeam == AXIS_TEAM_INDEX ) { for ( i = 0; i < ArrayCount(GRI.AxisRadios); i++) { if(GRI.AxisRadios[i] == none) continue; HUDLocation = GRI.AxisRadios[i].Location - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.DrawColor = WhiteColor; C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawTileScaled(RadioIcon, Scale, Scale); } } else if ( OwnerTeam == ALLIES_TEAM_INDEX ) { for ( i = 0; i < ArrayCount(GRI.AlliedRadios); i++) { if(GRI.AlliedRadios[i] == none) continue; HUDLocation = GRI.AlliedRadios[i].Location - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.DrawColor = WhiteColor; C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawTileScaled(RadioIcon, Scale, Scale); } } } // Draw PlayerIcon // I'm not sure relying on a state is necessary or appropriate in this instance - Erik // Well Epic sure thought it was appropriate when they used it for thier onslaught overheads - Ramm // See ONSHUDOnslaught.uc for more details. // Move this down here so the player location is rendered on top of everything if (PawnOwner != None) A = PawnOwner; else if (PlayerOwner.IsInState('Spectating')) A = PlayerOwner; else if (PlayerOwner.Pawn != None) A = PlayerOwner.Pawn; PlayerIconSize = 32* Scale; if (A != None) { // MergeTODO: Add this back in PlayerIcon = PlayerArrowTexture; HUDLocation = A.Location - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); //modding if ( GRI.OverheadOffset == 90 ) { TexRotator(PlayerIcon.Material).Rotation.Yaw = -A.Rotation.Yaw - 32768; } else if( GRI.OverheadOffset == 180 ) { TexRotator(PlayerIcon.Material).Rotation.Yaw = -A.Rotation.Yaw - 49152; } else if( GRI.OverheadOffset == 270 ) { TexRotator(PlayerIcon.Material).Rotation.Yaw = -A.Rotation.Yaw; } else { TexRotator(PlayerIcon.Material).Rotation.Yaw = -A.Rotation.Yaw - 16384; } // Uncomment this if you don't want the player drawn off the map - Ramm //if (abs(HUDLocation.X * MapScale) < (RadarWidth) && abs(HUDLocation.Y * MapScale) < (RadarHeight)) //{ C.SetPos( CenterPosX + HUDLocation.X * MapScale - PlayerIconSize * 0.5, CenterPosY + HUDLocation.Y * MapScale - PlayerIconSize * 0.5 ); C.DrawColor = C.MakeColor(255,0,0); C.DrawTile(PlayerIcon/*PlayerIcon*/, PlayerIconSize, PlayerIconSize, 0, 0, 64, 64); C.DrawColor = WhiteColor; //} //else //{ //log("We are drawing off the map"); //} } // Overhead map debugging if (Level.NetMode == NM_Standalone && ROTeamGame(Level.Game).LevelInfo.bDebugOverhead) { // Corner debugging HUDLocation = GRI.NorthEastBounds - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawTileScaled(NationIcons[GRI.NationIndex[ALLIES_TEAM_INDEX]], Scale, Scale); HUDLocation = GRI.SouthWestBounds - MapCenter; HUDLocation.Z = 0; HUDLocation = GetAdjustedHudLocation(HUDLocation); C.SetPos( CenterPosX + HUDLocation.X * MapScale - 16 * 0.5, CenterPosY + HUDLocation.Y * MapScale - 16 * 0.5 ); C.DrawTileScaled(NationIcons[GRI.NationIndex[AXIS_TEAM_INDEX]], Scale, Scale); } // reset hud opacity back to original value C.ColorModulate.W = SavedOpacity; }*/ // This function will adjust a hud map location based on the rotation offset of the overhead map simulated function vector GetAdjustedHudLocation(vector HudLoc, optional bool bInvert) { local float SwapX, SwapY; local ROGameReplicationInfo GRI; local int OverheadOffset; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); OverheadOffset = GRI.OverheadOffset; if (bInvert) { if (OverheadOffset == 90) OverheadOffset = 270; else if (OverheadOffset == 270) OverheadOffset = 90; } //modding if (OverheadOffset == 90 ) { SwapX = HudLoc.Y * -1; SwapY = HudLoc.X ; HudLoc.X = SwapX; HudLoc.Y = SwapY; } else if( OverheadOffset == 180 ) { SwapX = HudLoc.X * -1; SwapY = HudLoc.Y * -1; HudLoc.X = SwapX; HudLoc.Y = SwapY; } else if( OverheadOffset == 270 ) { SwapX = HudLoc.Y; SwapY = HudLoc.X * -1; HudLoc.X = SwapX; HudLoc.Y = SwapY; } return HudLoc; } simulated function DrawCompass(Canvas C) { local float XL, YL, playerRot, compensation; local actor A; local AbsoluteCoordsInfo GlobalCoors; local ROGameReplicationInfo GRI; local int OverheadOffset; local float pawnRotation; local ROPlayer player; local ROVehicleWeaponPawn myVehicleWeaponPawn; // Setup constants GlobalCoors.width = C.ClipX; GlobalCoors.height = C.ClipY; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); OverheadOffset = GRI.OverheadOffset; // Get player actor if (PawnOwner != None) A = PawnOwner; else if (PlayerOwner.IsInState('Spectating')) A = PlayerOwner; else if (PlayerOwner.Pawn != None) A = PlayerOwner.Pawn; // Fix for frelled rotation on weapon pawns myVehicleWeaponPawn = ROVehicleWeaponPawn(A); if (myVehicleWeaponPawn != none) { player = ROPlayer(myVehicleWeaponPawn.Controller); if (player != none && myVehicleWeaponPawn.VehicleBase != none) pawnRotation = player.CalcViewRotation.Yaw; else if (myVehicleWeaponPawn.VehicleBase != none) pawnRotation = myVehicleWeaponPawn.VehicleBase.Rotation.Yaw; else pawnRotation = A.Rotation.Yaw; } else if (A != none) pawnRotation = A.Rotation.Yaw; // Compensate for map rotation compensation = float(OverheadOffset) / 90 * 16384 + 16384; // Figure which direction we're pointing if (A != none) playerRot = pawnRotation + compensation; else // shouldn't ever happen but better safe than log-spammy playerRot = compassCurrentRotation; // Pre-bind compass rotation to a -32000 to 32000 range relative to playerRot while (compassCurrentRotation - playerRot > 32768) compassCurrentRotation -= 65536; while (compassCurrentRotation - playerRot < -32768) compassCurrentRotation += 65536; // Update compass rotation compassCurrentRotation = compassCurrentRotation + compassStabilizationConstant * (playerRot - compassCurrentRotation) * (Level.TimeSeconds - hudLastRenderTime); // Update needle rotation TexRotator(CompassNeedle.WidgetTexture).Rotation.Yaw = compassCurrentRotation; // Draw compass base (fake, only to get sizes) DrawSpriteWidgetClipped(C, CompassBase, GlobalCoors, true, XL, YL, true, true, true); // Calculate needle screen offset CompassNeedle.OffsetX = (GlobalCoors.Width * -0.005) + default.CompassNeedle.OffsetX +//default.CompassNeedle.OffsetX * CompassBase.TextureScale + CompassBase.OffsetX - XL / HudScale / 2; CompassNeedle.OffsetY = default.CompassNeedle.OffsetY +//default.CompassNeedle.OffsetY * CompassBase.TextureScale + CompassBase.OffsetY - YL / HudScale / 2; //CompassXL = abs(CompassNeedle.OffsetX - XL / 2); //CompassYL = abs(CompassNeedle.OffsetY - YL / 2); // Draw the compass needle DrawSpriteWidgetClipped(C, CompassNeedle, GlobalCoors, true, XL, YL, true, true, true); // Draw compass base DrawSpriteWidgetClipped(C, CompassBase, GlobalCoors, true, XL, YL, true, true, true); // Draw icons if (CompassIconsOpacity > 0 || bShowObjectives) DrawCompassIcons(C, CompassNeedle.OffsetX, CompassNeedle.OffsetY, XL / HudScale / 2 * compassIconsPositionRadius, -(A.Rotation.Yaw + 16384), A, GlobalCoors); } // Draw the required icons on the compass simulated function DrawCompassIcons(Canvas C, float CenterX, float CenterY, float Radius, float rotationCompensation, actor viewer, AbsoluteCoordsInfo GlobalCoords) { local vector target, current; local int i, team, id, count, temp_team; local ROGameReplicationInfo GRI; local float angle, XL, YL; local rotator rotAngle; // Decrement opacity if needed, increment if needed if (bShowObjectives) compassIconsOpacity = fmin(1.0, compassIconsOpacity + compassIconsRefreshSpeed * (Level.TimeSeconds - hudLastRenderTime)); else compassIconsOpacity -= compassIconsFadeSpeed * (Level.TimeSeconds - hudLastRenderTime); // Get user's team & position if (Pawn(viewer) != none) { if (Pawn(viewer).Controller != none) team = Pawn(viewer).Controller.PlayerReplicationInfo.Team.TeamIndex; else team = 255; } else { if (Controller(viewer) != none) team = Controller(viewer).PlayerReplicationInfo.Team.TeamIndex; else team = 255; } current = viewer.location; // Get GRI GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI == none) return; // Update waypoints array if needed if (bShowObjectives) { temp_team = max(0, min(1, team)); count = 0; // Clear old array for (i = 0; i < arraycount(compassIconsTargetsActive); i++) compassIconsTargetsActive[i] = 0; if (team == AXIS_TEAM_INDEX || team == ALLIES_TEAM_INDEX) { // Add under-attack objectives (territory objs only) /*for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || GRI.Objectives[i].CompressedCapProgress == 0 || GRI.Objectives[i].CurrentCapTeam == NEUTRAL_TEAM_INDEX) { continue; } // if array is full, stop adding waypoints if (count >= arraycount(compassIconsTargetsActive)) break; compassIconsTargetsActive[count] = 1; if (GRI.Objectives[i].ObjState == OBJ_Axis) compassIconsTargetsColor[count] = compassIconsColorsAxis; else if (GRI.Objectives[i].ObjState == OBJ_Allies) compassIconsTargetsColor[count] = compassIconsColorsAllies; else compassIconsTargetsColor[count] = compassIconsColorsNeutral; compassIconsTargets[count] = GRI.Objectives[i].location; count++; }*/ // Add all rally points for (i = 0; i < ArrayCount(GRI.AxisRallyPoints); i++) { // if array is full, stop adding waypoints if (count >= arraycount(compassIconsTargetsActive)) break; //compassIconsTargetsColor[count] = compassIconsColorsRally; if (team == AXIS_TEAM_INDEX) target = GRI.AxisRallyPoints[i].RallyPointLocation; else target = GRI.AlliedRallyPoints[i].RallyPointLocation; compassIconsTargetsWidgetCoords[count] = MapIconRally[temp_team].TextureCoords; if (target != vect(0,0,0)) { compassIconsTargets[count] = target; compassIconsTargetsActive[count] = 1; count++; } } // Add all help requests for (i = 0; i < ArrayCount(GRI.AxisHelpRequests); i++) { // if array is full, stop adding waypoints if (count >= arraycount(compassIconsTargetsActive)) break; if (team == AXIS_TEAM_INDEX) { target = GRI.AxisHelpRequestsLocs[i]; id = GRI.AxisHelpRequests[i].requestType; } else { target = GRI.AlliedHelpRequestsLocs[i]; id = GRI.AlliedHelpRequests[i].requestType; } if (id != 255) { if (id == 3) // MG resupply compassIconsTargetsWidgetCoords[count] = MapIconMGResupplyRequest[temp_team].TextureCoords; //compassIconsTargetsColor[count] = compassIconsColorsMGResupply; else if (id == 0 || id == 4) // Help request at coords or at obj compassIconsTargetsWidgetCoords[count] = MapIconHelpRequest.TextureCoords; //compassIconsTargetsColor[count] = compassIconsColorsHelpRequests; else if (id == 1 || id == 2) // Attack/defend obj compassIconsTargetsWidgetCoords[count] = MapIconAttackDefendRequest.TextureCoords; //compassIconsTargetsColor[count] = compassIconsColorsHelpRequests; else continue; compassIconsTargets[count] = target; compassIconsTargetsActive[count] = 1; count++; } } } } // Go through waypoint array and draw the icons for (i = 0; i < ArrayCount(compassIconsTargetsActive); i++) { if (compassIconsTargetsActive[i] == 1) { // Update widget color & texture //CompassIcons.Tints[TeamIndex] = compassIconsTargetsColor[i]; //CompassIcons.Tints[TeamIndex].A = float(compassIconsTargetsColor[i].A) * compassIconsOpacity; //CompassIcons.WidgetTexture = compassIconsRotators[i]; CompassIcons.TextureCoords = compassIconsTargetsWidgetCoords[i]; CompassIcons.Tints[TeamIndex].A = float(default.CompassIcons.Tints[TeamIndex].A) * compassIconsOpacity; // Calculate rotation rotAngle = rotator(compassIconsTargets[i] - current); angle = (rotAngle.Yaw + rotationCompensation) * PI / 32768; // Update texrotator rotation //compassIconsRotators[i].Rotation.yaw = -rotAngle.Yaw - rotationCompensation - 8192; // Update widget offset CompassIcons.OffsetX = CenterX + Radius * cos(angle); CompassIcons.OffsetY = CenterY + Radius * sin(angle); // Draw waypoint image DrawSpriteWidgetClipped(C, CompassIcons, GlobalCoords, true, XL, YL, true, true, true); } } } // Draw a single icon on the compass simulated function DrawCompassIcon(Canvas C, AbsoluteCoordsInfo G, float radius, float rotComp, vector diff, float X, float Y) { local float angle, XL, YL; local rotator rotAngle; rotAngle = rotator(diff); //angle = (rotAngle.Yaw + rotComp - 16384) * PI / 32768; // non-rotating icons angle = (rotAngle.Yaw + rotComp) * PI / 32768; // icons rotating with player diff.Z = 0; XL = radius; //* fmin(1, VSize(diff)/compassIconsUUDistance); CompassIcons.OffsetX = X + XL * cos(angle); CompassIcons.OffsetY = Y + XL * sin(angle); DrawSpriteWidgetClipped(C, CompassIcons, G, true, XL, YL, true, true, true); } simulated function DrawLocationHits(Canvas C, ROPawn P) { local int i; local bool bNewDrawHits; local SpriteWidget widget; for (i = 0; i < arraycount(P.DamageList); i++) { if (P.DamageList[i] > 0) { // Draw hit widget = HealthFigure; if (TeamIndex == AXIS_TEAM_INDEX) widget.WidgetTexture = locationHitAxisImages[i]; else if (TeamIndex == AXIS_TEAM_INDEX) widget.WidgetTexture = locationHitAlliesImages[i]; else continue; DrawSpriteWidget(C, widget); if (locationHitAlphas[i] > 0) bNewDrawHits = true; } } bDrawHits = bNewDrawHits; } simulated function DrawCaptureBar(Canvas Canvas) { local ROGameReplicationInfo GRI; local ROPawn p; local ROVehicle veh; local ROVehicleWeaponPawn pveh; local int team; local byte CurrentCapArea, CurrentCapProgress, CurrentCapAxisCappers, CurrentCapAlliesCappers; local float axis_progress, allies_progress; local float attackers_progress, attackers_ratio, defenders_progress, defenders_ratio; local float XL, YL, Y_pos; local string s; bDrawingCaptureBar = false; // Don't draw if we have no associated pawn! if (PawnOwner == none) return; // Get capture info from associated pawn p = ROPawn(PawnOwner); if (p != none) { CurrentCapArea = p.CurrentCapArea; CurrentCapProgress = p.CurrentCapProgress; CurrentCapAxisCappers = p.CurrentCapAxisCappers; CurrentCapAlliesCappers = p.CurrentCapAlliesCappers; } else { // Not a ROPawn, check if current pawn is a vehicle veh = ROVehicle(PawnOwner); if (veh != none) { CurrentCapArea = veh.CurrentCapArea; CurrentCapProgress = veh.CurrentCapProgress; CurrentCapAxisCappers = veh.CurrentCapAxisCappers; CurrentCapAlliesCappers = veh.CurrentCapAlliesCappers; } else { // Not a ROVehicle, check if current pawn is a ROVehicleWeaponPawn pveh = ROVehicleWeaponPawn(PawnOwner); if (pveh != none) { CurrentCapArea = pveh.CurrentCapArea; CurrentCapProgress = pveh.CurrentCapProgress; CurrentCapAxisCappers = pveh.CurrentCapAxisCappers; CurrentCapAlliesCappers = pveh.CurrentCapAlliesCappers; } else { // Unsupported pawn type, return. return; } } } // Don't render if we're not in a capture zone if (CurrentCapArea == 255) return; // Get GRI GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI == none) return; // Can't draw without a gri! // Get current team if (PawnOwner.PlayerReplicationInfo != none && PawnOwner.PlayerReplicationInfo.Team != none) team = PawnOwner.PlayerReplicationInfo.Team.TeamIndex; else team = 0; // Get current cap progress on a 0-1 scale for each team if (CurrentCapProgress == 0) { if (GRI.Objectives[CurrentCapArea].ObjState == NEUTRAL_TEAM_INDEX) { allies_progress = 0; axis_progress = 0; } else if (GRI.Objectives[CurrentCapArea].ObjState == AXIS_TEAM_INDEX) { allies_progress = 0; axis_progress = 1; } else { allies_progress = 1; axis_progress = 0; } } else if (CurrentCapProgress > 100) { allies_progress = float(CurrentCapProgress - 100) / 100.0; if (GRI.Objectives[CurrentCapArea].ObjState != NEUTRAL_TEAM_INDEX) axis_progress = 1 - allies_progress; } else { axis_progress = float(CurrentCapProgress) / 100.0; if (GRI.Objectives[CurrentCapArea].ObjState != NEUTRAL_TEAM_INDEX) allies_progress = 1 - axis_progress; } // Assign those progress to defender or attacker, depending on current team if (team == AXIS_TEAM_INDEX) { attackers_progress = axis_progress; defenders_progress = allies_progress; CaptureBarAttacker.Tints[TeamIndex] = CaptureBarTeamColors[AXIS_TEAM_INDEX]; CaptureBarAttackerRatio.Tints[TeamIndex] = CaptureBarTeamColors[AXIS_TEAM_INDEX]; CaptureBarDefender.Tints[TeamIndex] = CaptureBarTeamColors[ALLIES_TEAM_INDEX]; CaptureBarDefenderRatio.Tints[TeamIndex] = CaptureBarTeamColors[ALLIES_TEAM_INDEX]; CaptureBarIcons[0].WidgetTexture = CaptureBarTeamIcons[AXIS_TEAM_INDEX]; CaptureBarIcons[1].WidgetTexture = CaptureBarTeamIcons[ALLIES_TEAM_INDEX]; // Figure ratios if (CurrentCapAlliesCappers == 0) attackers_ratio = 1; else if (CurrentCapAxisCappers == 0) attackers_ratio = 0; else attackers_ratio = float(CurrentCapAxisCappers) / (CurrentCapAxisCappers + CurrentCapAlliesCappers); defenders_ratio = 1 - attackers_ratio; } else { attackers_progress = allies_progress; defenders_progress = axis_progress; CaptureBarAttacker.Tints[TeamIndex] = CaptureBarTeamColors[ALLIES_TEAM_INDEX]; CaptureBarAttackerRatio.Tints[TeamIndex] = CaptureBarTeamColors[ALLIES_TEAM_INDEX]; CaptureBarDefender.Tints[TeamIndex] = CaptureBarTeamColors[AXIS_TEAM_INDEX]; CaptureBarDefenderRatio.Tints[TeamIndex] = CaptureBarTeamColors[AXIS_TEAM_INDEX]; CaptureBarIcons[0].WidgetTexture = CaptureBarTeamIcons[ALLIES_TEAM_INDEX]; CaptureBarIcons[1].WidgetTexture = CaptureBarTeamIcons[AXIS_TEAM_INDEX]; // Figure ratios if (CurrentCapAxisCappers == 0) attackers_ratio = 1; else if (CurrentCapAlliesCappers == 0) attackers_ratio = 0; else attackers_ratio = float(CurrentCapAlliesCappers) / (CurrentCapAxisCappers + CurrentCapAlliesCappers); defenders_ratio = 1 - attackers_ratio; } // test0r //Canvas.Font = GetConsoleFont(Canvas); //Canvas.SetPos(Canvas.ClipX * 0.1, Canvas.clipy * 0.2); //Canvas.DrawText("attackers_ratio = " $ attackers_ratio $ ", defenders_ratio = " $ defenders_ratio); //Canvas.SetPos(Canvas.ClipX * 0.1, Canvas.clipy * 0.25); //Canvas.DrawText("CurrentCapAlliesCappers = " $ CurrentCapAlliesCappers $ ", CurrentCapAxisCappers = " $ CurrentCapAxisCappers); // Draw capture bar at 50% faded if we're at a stalemate if (CurrentCapAxisCappers == CurrentCapAlliesCappers) { CaptureBarAttacker.Tints[TeamIndex].A /= 2; CaptureBarDefender.Tints[TeamIndex].A /= 2; } // Convert attacker/defender progress to widget scale // (bar goes from 53 to 203, total width of texture is 256) CaptureBarAttacker.Scale = 150.0 / 256.0 * attackers_progress + 53.0 / 256.0; CaptureBarDefender.Scale = 150.0 / 256.0 * defenders_progress + 53.0 / 256.0; // Convert attacker/defender ratios to widget scale // (bar goes from 63 to 193, total width of texture is 256) CaptureBarAttackerRatio.Scale = 130.0 / 256.0 * attackers_ratio + 63.0 / 256.0; CaptureBarDefenderRatio.Scale = 130.0 / 256.0 * defenders_ratio + 63.0 / 256.0; // Check which icon to show on right side if (attackers_progress ~= 1.0) CaptureBarIcons[1].WidgetTexture = CaptureBarIcons[0].WidgetTexture; // Draw everything. DrawSpriteWidget(Canvas, CaptureBarBackground); DrawSpriteWidget(Canvas, CaptureBarAttacker); DrawSpriteWidget(Canvas, CaptureBarDefender); DrawSpriteWidget(Canvas, CaptureBarAttackerRatio); DrawSpriteWidget(Canvas, CaptureBarDefenderRatio); DrawSpriteWidget(Canvas, CaptureBarOutline); // Draw the left icon DrawSpriteWidget(Canvas, CaptureBarIcons[0]); // Only draw right icon if objective is capped already if ( !(defenders_progress ~= 0.0) || (attackers_progress ~= 1.0) ) DrawSpriteWidget(Canvas, CaptureBarIcons[1]); // Draw the objective name Y_pos = Canvas.ClipY * CaptureBarBackground.PosY - (CaptureBarBackground.TextureCoords.Y2 + 1 + 4) * CaptureBarBackground.TextureScale * HudScale * ResScaleY; s = GRI.Objectives[CurrentCapArea].ObjName; Canvas.Font = GetConsoleFont(Canvas); Canvas.TextSize(s, XL, YL); Canvas.DrawColor = WhiteColor; Canvas.SetPos(Canvas.ClipX * CaptureBarBackground.PosX - XL / 2.0, Y_pos - YL); Canvas.DrawText(s); // Add signal so that vehicle passenger list knows to shift text up bDrawingCaptureBar = true; } // This function draws a hint on the hud. The hint to be drawn // is set by calling ShowHint(). function DrawHint(Canvas Canvas) { local float alpha; // 0 - 1 local float XL, YL; local AbsoluteCoordsInfo coords; local color DrawColor; local float backgroundOffset; local int i; // Calculate wrapping width & draw coords if needed if (bFirstHintRender) { CalculateHintWrappingData(Canvas); bFirstHintRender = false; } // Calculate alpha value if (HintRemainingTime > HintLifetime + HintFadeTime) // Fade in { alpha = 1 - (HintRemainingTime - HintLifetime - HintFadeTime) / HintFadeTime; } else if (HintRemainingTime < HintFadeTime) // Fade out { alpha = HintRemainingTime / HintFadeTime; } else alpha = 1.0; // Decrement remaining time if needed if (PlayerOwner.Player != none && GUIController(PlayerOwner.Player.GUIController) != none && GUIController(PlayerOwner.Player.GUIController).ActivePage != none) // don't decrement if menu is open { } else HintRemainingTime -= Level.TimeSeconds - hudLastRenderTime; // Calculate rendering color DrawColor = HintBackground.Tints[TeamIndex]; DrawColor.A = float(DrawColor.A) * alpha; // Don't draw if alpha is 0 (0 == 255 for some reason) if (DrawColor.A != 0) { // Set proper rendering style Canvas.Style = ERenderStyle.STY_Alpha; // Calculate background offset in relation to text backgroundOffset = HintBackground.PosY * Canvas.ClipY; // Calculate absolute drawing coordinates (mostly for text widget) coords.PosX = HintCoords.X * Canvas.ClipX; coords.PosY = HintCoords.Y * Canvas.ClipY; coords.width = HintCoords.XL * Canvas.ClipX; coords.height = HintCoords.YL * Canvas.ClipY; // Draw the background Canvas.DrawColor = DrawColor; Canvas.SetPos(coords.PosX - backgroundOffset, coords.PosY - backgroundOffset); Canvas.DrawTileStretched(HintBackground.WidgetTexture, coords.width + backgroundOffset * 2, coords.height + backgroundOffset * 2); // Draw title Canvas.Font = GetFontSizeIndex(Canvas,-2); HintTitleWidget.text = HintTitle; HintTitleWidget.Tints[TeamIndex].A = float(default.HintTitleWidget.Tints[TeamIndex].A) * alpha; DrawTextWidgetClipped(Canvas, HintTitleWidget, coords, XL, YL); // Draw each line individually HintTextWidget.OffsetY = YL * 1.5; Canvas.Font = getSmallMenuFont(Canvas); HintTextWidget.Tints[TeamIndex].A = float(default.HintTextWidget.Tints[TeamIndex].A) * alpha; YL = 0; for (i = 0; i < HintWrappedText.Length; i++) { HintTextWidget.text = HintWrappedText[i]; if (HintWrappedText[i] != "") DrawTextWidgetClipped(Canvas, HintTextWidget, coords, XL, YL); else YL /= 2; HintTextWidget.OffsetY += YL; } } // Stop rendering hint if needed (and notify hint manager) if (HintRemainingTime <= 0) { bDrawHint = false; if (ROPlayer(PlayerOwner) != none) ROPlayer(PlayerOwner).NotifyHintRenderingDone(); } } // This function is used to calculate how the hint data should // be wrapped. function CalculateHintWrappingData(Canvas Canvas) { local float XL, YL, XL2, YL2; local float minWidth, wrapWidth, totalYL; local int i, count; // First calculate minimum message width (e.g. the width of the // title string) Canvas.Font = GetFontSizeIndex(Canvas,-2); Canvas.SetPos(0, 0); Canvas.TextSize(HintTitle, minWidth, totalYL); if (minWidth < 10.0) minWidth = 10.0; totalYL += totalYL / 2; // Calculate max width of text string (or perhaps we should just use full screen width?) Canvas.Font = getSmallMenuFont(Canvas); Canvas.TextSize(HintText, XL, YL); // Starting with full string width, progressively reduce width until the ratio of the height // to the width is smaller than HintDesiredAspectRatio wrapWidth = XL; for (count = 0; count < 25; count++) // max 25 iterations { // Wrap text HintWrappedText.Length = 0; Canvas.WrapStringToArray(HintText, HintWrappedText, wrapWidth, "|"); // Calculate current width & height XL = 0; YL = 0; XL2 = 0; YL2 = 0; for (i = 0; i < HintWrappedText.Length; i++) { if (HintWrappedText[i] != "") Canvas.TextSize(HintWrappedText[i], XL, YL); else YL /= 2; if (XL > XL2) XL2 = XL; YL2 += YL; } // Check if current width is too small if (XL2 < minWidth) { wrapWidth = minWidth; break; } // Calculate ratio if (YL2 < 1) YL = 1; else YL = XL2 / YL2; // Check if we should accept this wrap width if (YL < HintDesiredAspectRatio) { wrapWidth = XL2; break; } // Else, reduce currentWidth and try again. wrapWidth *= 0.80; } // Wrap text to array HintWrappedText.Length = 0; Canvas.SetPos(0, 0); Canvas.WrapStringToArray(HintText, HintWrappedText, wrapWidth, "|"); // Calculate total width and height wrapWidth = minWidth; XL = 0; YL = 0; for (i = 0; i < HintWrappedText.Length; i++) { Canvas.SetPos(0, 0); if (HintWrappedText[i] != "") Canvas.TextSize(HintWrappedText[i], XL, YL); else YL /= 2; if (XL > wrapWidth) wrapWidth = XL; totalYL += YL; //log("Wrapped line #" $ i $ ": '" $ HintWrappedText[i] $"'"); } // for safety if (wrapWidth < 10) wrapWidth = 10; if (totalYL < 10) totalYL = 10; // Calculate target relative coordinates HintCoords.XL = wrapWidth / Canvas.ClipX; HintCoords.YL = totalYL / Canvas.ClipY; HintCoords.X = default.HintCoords.X + HintCoords.XL * default.HintCoords.XL; HintCoords.Y = default.HintCoords.Y + HintCoords.YL * default.HintCoords.YL; } simulated function DrawPaused(Canvas Canvas) { local float XL, YL; Canvas.Font = GetFontSizeIndex(Canvas, 5); Canvas.TextSize(LevelActionPaused, XL, YL); Canvas.SetPos(Canvas.SizeX * 0.5 - XL / 2, Canvas.SizeY * 0.4 - YL / 2); Canvas.DrawColor = WhiteColor; Canvas.DrawText(LevelActionPaused); } //----------------------------------------------------------------------------- // PostRender - Added objectives rendering //----------------------------------------------------------------------------- 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 (bFadeToBlack) DrawFadeToBlack(Canvas); 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) { DrawFadeEffect(Canvas); 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() ) 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); // Draw fade effects even if the hud is hidden so poeple can't just turn off thier hud if( bHideHud ) { Canvas.Style = ERenderStyle.STY_Alpha; DrawFadeEffect(Canvas); } // Render situation map on top of everything (so that // it can anim in/out without looking like ass) if (bShowObjectives || bAnimateMapIn || bAnimateMapOut) { DrawObjectives(Canvas); } PlayerOwner.RenderOverlays(Canvas); if (PlayerOwner.bViewingMatineeCinematic) DrawCinematicHUD(Canvas); if (bDrawHint && !bHideHud) DrawHint(Canvas); if (Level.Pauser != none) DrawPaused(Canvas); if ((PlayerConsole != None) && PlayerConsole.bTyping) DrawTypingPrompt(Canvas, PlayerConsole.TypedStr, PlayerConsole.TypedStrPos); if (bCapturingMouse) MouseInterfaceDrawCursor(Canvas); Canvas.ColorModulate=OldModulate; Canvas.DrawColor = OldColor; hudLastRenderTime = Level.TimeSeconds; if (GUIController(PlayerOwner.Player.GUIController).bLCDAvailable() ) { if (Level.TimeSeconds - LastLCDUpdateTime > LCDUpdateFreq) { LastLCDUpdateTime = Level.TimeSeconds; DrawLCDUpdate(Canvas); } } } //----------------------------------------------------------------------------- // CanvasDrawActors - Always set opacity to 1.0 before calling Weapon's PostRender //----------------------------------------------------------------------------- function CanvasDrawActors( Canvas C, bool bClearedZBuffer ) { local float SavedOpacity; // log("PawnOwner = "$PawnOwner$" PawnOwner.Weapon = "$PawnOwner.Weapon); if ( !PlayerOwner.bBehindView && PawnOwner.Weapon != None ) { if ( !bClearedZBuffer) C.DrawActor(None, false, true); // Clear the z-buffer here SavedOpacity = C.ColorModulate.W; C.ColorModulate.W = 1.0; PawnOwner.Weapon.RenderOverlays( C ); C.ColorModulate.W = SavedOpacity; } } //================================================================== // DisplayProgressMessages(UT) - Had to overload this to function to // change the position of the ProgressMessages so they wouldn't be // in the middle of the iron sights //================================================================== 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); // changed the Y scale to move the message up Y = (0.42 * 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; } } } //----------------------------------------------------------------------------- // DisplayLocalMessage - Adds a fix for non-fade local messages staying on screen //----------------------------------------------------------------------------- simulated function DisplayLocalMessages( Canvas C ) { local float PosX, PosY, DY, DX; local int i, j; local float FadeValue; local Plane OldCM; OldCM=C.ColorModulate; C.Reset(); C.ColorModulate = OldCM; // Pass 1: Layout anything that needs it and cull dead stuff. for( i = 0; i < ArrayCount(LocalMessages); i++ ) { if( LocalMessages[i].Message == none ) break; LocalMessages[i].Drawn = false; if( LocalMessages[i].StringFont == none ) { LayoutMessage( LocalMessages[i], C ); ExtraLayoutMessage( LocalMessages[i], LocalMessagesExtra[i], C ); } if( LocalMessages[i].StringFont == none ) { log( "LayoutMessage("$LocalMessages[i].Message$") failed!", 'Error' ); for( j = i; j < ArrayCount(LocalMessages) - 1; j++ ) { LocalMessages[j] = LocalMessages[j+1]; LocalMessagesExtra[j] = LocalMessagesExtra[j+1]; } ClearMessage( LocalMessages[j] ); i--; continue; } if( LocalMessages[i].Message.default.bFadeMessage ) { FadeValue = (LocalMessages[i].EndOfLife - Level.TimeSeconds); if( FadeValue <= 0.0 ) { for( j = i; j < ArrayCount(LocalMessages) - 1; j++ ) { LocalMessages[j] = LocalMessages[j+1]; LocalMessagesExtra[j] = LocalMessagesExtra[j+1]; } ClearMessage( LocalMessages[j] ); i--; continue; } } // Fix non-fade messages from staying on screen - butto 7/13/03 else if (Level.TimeSeconds > LocalMessages[i].EndOfLife) { for( j = i; j < ArrayCount(LocalMessages) - 1; j++ ) { LocalMessages[j] = LocalMessages[j+1]; LocalMessagesExtra[j] = LocalMessagesExtra[j+1]; } ClearMessage( LocalMessages[j] ); i--; continue; } } // Pass 2: Go through the list and draw each stack: for( i = 0; i < ArrayCount(LocalMessages); i++ ) { if( LocalMessages[i].Message == none ) break; if( LocalMessages[i].Drawn ) continue; if( class'Object'.static.ClassIsChildOf(LocalMessages[i].Message, class'ROCriticalMessage')) continue; PosX = LocalMessages[i].PosX; PosY = LocalMessages[i].PosY; if( LocalMessages[i].StackMode == SM_None ) { DrawMessage( C, i, PosX, PosY, DX, DY ); continue; } for( j = i; j < ArrayCount(LocalMessages); j++ ) { if( LocalMessages[j].Drawn ) continue; if( LocalMessages[i].PosX != LocalMessages[j].PosX ) continue; if( LocalMessages[i].PosY != LocalMessages[j].PosY ) continue; if( LocalMessages[i].DrawPivot != LocalMessages[j].DrawPivot ) continue; if( LocalMessages[i].StackMode != LocalMessages[j].StackMode ) continue; DrawMessage( C, j, PosX, PosY, DX, DY ); switch( LocalMessages[j].StackMode ) { case SM_Up: PosY -= DY; break; case SM_Down: PosY += DY; break; } } } // Part 3: go through list in reverse to display ROCriticalMessages in proper order for (i = ArrayCount(LocalMessages) - 1; i >= 0; i--) { if( LocalMessages[i].Drawn ) continue; if( LocalMessages[i].Message == none ) continue; PosX = LocalMessages[i].PosX; PosY = LocalMessages[i].PosY; if( LocalMessages[i].StackMode == SM_None ) { DrawMessage( C, i, PosX, PosY, DX, DY ); continue; } for( j = i; j >= 0 ; j-- ) { if( LocalMessages[j].Drawn ) continue; if( LocalMessages[i].PosX != LocalMessages[j].PosX ) continue; if( LocalMessages[i].PosY != LocalMessages[j].PosY ) continue; if( LocalMessages[i].DrawPivot != LocalMessages[j].DrawPivot ) continue; if( LocalMessages[i].StackMode != LocalMessages[j].StackMode ) continue; DrawMessage( C, j, PosX, PosY, DX, DY ); switch( LocalMessages[j].StackMode ) { case SM_Up: PosY -= DY; break; case SM_Down: // hackish for critical messages if (class'Object'.static.ClassIsChildOf(LocalMessages[j].Message, class'ROCriticalMessage')) { PosY += LocalMessagesExtra[j].y_offset; } else PosY += DY; break; } } } } simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional String CriticalString) { local int i, count; local PlayerReplicationInfo HUDPRI; if( Message == none ) return; if( bIsCinematic && !ClassIsChildOf(Message,class'ActionMessage') ) return; if( CriticalString == "" ) { if ( (PawnOwner != None) && (PawnOwner.PlayerReplicationInfo != None) ) HUDPRI = PawnOwner.PlayerReplicationInfo; else HUDPRI = PlayerOwner.PlayerReplicationInfo; if ( HUDPRI == RelatedPRI_1 ) CriticalString = Message.static.GetRelatedString( Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); else CriticalString = Message.static.GetString( Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); } if( bMessageBeep && Message.default.bBeep ) PlayerOwner.PlayBeepSound(); if( !Message.default.bIsSpecial ) { if ( PlayerOwner.bDemoOwner ) { for( i=0; i<ConsoleMessageCount; i++ ) if ( i >= ArrayCount(TextMessages) || TextMessages[i].Text == "" ) break; if ( i > 0 && TextMessages[i-1].Text == CriticalString ) return; } AddTextMessage( CriticalString, Message,RelatedPRI_1 ); return; } if (class'Object'.static.ClassIsChildOf(Message, class'ROCriticalMessage') && class'ROCriticalMessage'.default.maxMessagesOnScreen > 0) { // Check if we have too many critical messages in stack count = 0; for (i = 0; i < ArrayCount(LocalMessages); i++) if (class'Object'.static.ClassIsChildOf(LocalMessages[i].Message, class'ROCriticalMessage')) count++; if (count >= class'ROCriticalMessage'.default.maxMessagesOnScreen) { // We have too many critical message -- delete oldest one for (i = 0; i < ArrayCount(LocalMessages); i++) if (class'Object'.static.ClassIsChildOf(LocalMessages[i].Message, class'ROCriticalMessage')) break; for (i = i; i < ArrayCount(LocalMessages) - 1; i++) { LocalMessages[i] = LocalMessages[i+1]; LocalMessagesExtra[i] = LocalMessagesExtra[i+1]; } ClearMessage(LocalMessages[i+1]); } } i = ArrayCount(LocalMessages); if( Message.default.bIsUnique ) { for( i = 0; i < ArrayCount(LocalMessages); i++ ) { if( LocalMessages[i].Message == None ) continue; if( LocalMessages[i].Message == Message ) break; } } else if ( Message.default.bIsPartiallyUnique || PlayerOwner.bDemoOwner ) { for( i = 0; i < ArrayCount(LocalMessages); i++ ) { if( LocalMessages[i].Message == none ) continue; if( ( LocalMessages[i].Message == Message ) && ( LocalMessages[i].Switch == Switch ) ) break; } } if( i == ArrayCount(LocalMessages) ) { for( i = 0; i < ArrayCount(LocalMessages); i++ ) { if( LocalMessages[i].Message == none ) break; } } if( i == ArrayCount(LocalMessages) ) { for( i = 0; i < ArrayCount(LocalMessages) - 1; i++ ) { LocalMessages[i] = LocalMessages[i+1]; LocalMessagesExtra[i] = LocalMessagesExtra[i+1]; } } ClearMessage( LocalMessages[i] ); LocalMessages[i].Message = Message; LocalMessages[i].Switch = Switch; LocalMessages[i].RelatedPRI = RelatedPRI_1; LocalMessages[i].RelatedPRI2 = RelatedPRI_2; LocalMessages[i].OptionalObject = OptionalObject; // Hackish for ROCriticalMessages if (class'Object'.static.ClassIsChildOf(Message, class'ROCriticalMessage') && class<ROCriticalMessage>(Message).default.bQuickFade) { LocalMessages[i].LifeTime = Message.static.GetLifetime(Switch) + class<ROCriticalMessage>(Message).default.quickFadeTime; LocalMessages[i].EndOfLife = LocalMessages[i].LifeTime + Level.TimeSeconds; // Mild hax: used to show hints when an obj is captured // This was simpliest way of doing it without having server call another // server-to-client function if (class'Object'.static.ClassIsChildOf(Message, class'ROObjectiveMsg') && (switch == 0 || switch == 1) ) { if (ROPlayer(PlayerOwner) != none) ROPlayer(PlayerOwner).CheckForHint(17); } } else { LocalMessages[i].EndOfLife = Message.static.GetLifetime(Switch) + Level.TimeSeconds; LocalMessages[i].LifeTime = Message.static.GetLifetime(Switch); } LocalMessages[i].StringMessage = CriticalString; } simulated function LayoutMessage( out HudLocalizedMessage Message, Canvas C ) { local int FontSize; FontSize = Message.Message.static.GetFontSize( Message.Switch, Message.RelatedPRI, Message.RelatedPRI2, PlayerOwner.PlayerReplicationInfo ); FontSize += MessageFontOffset; if (class'Object'.static.ClassIsChildOf(Message.Message, class'ROCriticalMessage')) Message.StringFont = GetCriticalMsgFontSizeIndex(C,FontSize); else Message.StringFont = GetFontSizeIndex(C,FontSize); Message.DrawColor = Message.Message.static.GetColor( Message.Switch, Message.RelatedPRI, Message.RelatedPRI2 ); Message.Message.static.GetPos( Message.Switch, Message.DrawPivot, Message.StackMode, Message.PosX, Message.PosY ); C.Font = Message.StringFont; C.TextSize( Message.StringMessage, Message.DX, Message.DY ); } simulated function ExtraLayoutMessage( out HudLocalizedMessage Message, out HudLocalizedMessageExtra MessageExtra, Canvas C) { local array<string> lines; local float tempXL, tempYL, initialXL, XL, YL; local int i, initialNumLines, j; //log("Setting layout for string: " $ MEssage.StringMessage); // Hackish for ROCriticalMessages if (class'Object'.static.ClassIsChildOf(Message.Message, class'ROCriticalMessage')) { // Set a random background type MessageExtra.background_type = rand(4); // Figure what width to use to break the string at initialXL = Message.DX; tempXL = min(initialXL, C.SizeX * class'ROCriticalMessage'.default.maxMessageWidth); if (tempXL < Message.DY * 8) // only wrap if we have enough text { MessageExtra.lines.length = 1; MessageExtra.lines[0] = Message.StringMessage; } else { lines.Length = 0; C.WrapStringToArray(Message.StringMessage, lines, tempXL); initialNumLines = lines.length; for (i = 0; i < 20; i++) { tempXL *= 0.8; lines.Length = 0; C.WrapStringToArray(Message.StringMessage, lines, tempXL); //log("Testing with width of " $ tempXL); //log("Number of resulting lines: " $ lines.Length); if (lines.Length > initialNumLines) { // If we're getting more than initialNumLines lines, it means we // should use the previously calculated width lines.Length = 0; C.WrapStringToArray(Message.StringMessage, lines, Message.DX); //log("Wrapping using previous width gives us: " $ lines.Length $ " lines."); // Save strings to message array + calculate resulting XL/YL MessageExtra.lines.Length = lines.Length; C.Font = Message.StringFont; XL = 0; YL = 0; for (j = 0; j < lines.Length; j++) { //log("Line #" $ j $ " = " $ lines[j]); MessageExtra.lines[j] = lines[j]; C.TextSize(lines[j], tempXL, tempYL); XL = max(tempXL, XL); YL += tempYL; } Message.DX = XL; Message.DY = YL; break; } Message.DX = tempXL; // store temporarily } } } } function Font GetCriticalMsgFontSizeIndex(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 LoadCriticalMsgFont(Clamp( 8-FontSize, 0, 8)); } simulated function Font LoadCriticalMsgFont(int i) { if ( CriticalMsgFontArrayFonts[i] == none ) { CriticalMsgFontArrayFonts[i] = Font(DynamicLoadObject(CriticalMsgFontArrayNames[i], class'Font')); if( CriticalMsgFontArrayFonts[i] == none ) Log("Warning: "$Self$" Couldn't dynamically load font "$CriticalMsgFontArrayNames[i]); } return CriticalMsgFontArrayFonts[i]; } simulated function DrawMessage( Canvas C, int i, float PosX, float PosY, out float DX, out float DY ) { local float FadeValue; local float ScreenX, ScreenY; if ( !LocalMessages[i].Message.default.bFadeMessage ) C.DrawColor = LocalMessages[i].DrawColor; else if (class'Object'.static.ClassIsChildOf(LocalMessages[i].Message, class'ROCriticalMessage') && class<ROCriticalMessage>(LocalMessages[i].Message).default.bQuickFade) { FadeValue = (LocalMessages[i].EndOfLife - Level.TimeSeconds) / class<ROCriticalMessage>(LocalMessages[i].Message).default.quickFadeTime; if (FadeValue > 1) FadeValue = 1; C.DrawColor = LocalMessages[i].DrawColor; C.DrawColor.A = LocalMessages[i].DrawColor.A * FadeValue; } else { FadeValue = (LocalMessages[i].EndOfLife - Level.TimeSeconds); C.DrawColor = LocalMessages[i].DrawColor; C.DrawColor.A = LocalMessages[i].DrawColor.A * (FadeValue/LocalMessages[i].LifeTime); } C.Font = LocalMessages[i].StringFont; GetScreenCoords( PosX, PosY, ScreenX, ScreenY, LocalMessages[i], C ); C.SetPos( ScreenX, ScreenY ); DX = LocalMessages[i].DX / C.ClipX; DY = LocalMessages[i].DY / C.ClipY; if ( class'Object'.static.ClassIsChildOf(LocalMessages[i].Message, class'ROCriticalMessage') ) { class<ROCriticalMessage>(LocalMessages[i].Message).static.RenderComplexMessageExtra( C, LocalMessages[i].DX, LocalMessages[i].DY, LocalMessagesExtra[i].y_offset, LocalMessages[i].Switch, LocalMessages[i].RelatedPRI, LocalMessages[i].RelatedPRI2, LocalMessages[i].OptionalObject, LocalMessagesExtra[i].lines, LocalMessagesExtra[i].background_type ); } else if ( LocalMessages[i].Message.default.bComplexString ) { LocalMessages[i].Message.static.RenderComplexMessage( C, LocalMessages[i].DX, LocalMessages[i].DY, LocalMessages[i].StringMessage, LocalMessages[i].Switch, LocalMessages[i].RelatedPRI, LocalMessages[i].RelatedPRI2, LocalMessages[i].OptionalObject ); } else { C.DrawTextClipped( LocalMessages[i].StringMessage, false ); } LocalMessages[i].Drawn = true; } //----------------------------------------------------------------------------- // DrawSpectatingHud - Display messages and timer //----------------------------------------------------------------------------- simulated function DrawSpectatingHud(Canvas C) { local ROGameReplicationInfo GRI; local float Time, strX, strY, X, Y, Scale; local string S; local ROPlayer Playa; local float SmallH, NameWidth; local float XL; // Draw fade effects C.Style = ERenderStyle.STY_Alpha; DrawFadeEffect(C); Scale = C.ClipX / 1600.0; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI != None) { // Update round timer if (!GRI.bMatchHasBegun) CurrentTime = GRI.RoundStartTime + GRI.PreStartTime - GRI.ElapsedTime; else CurrentTime = GRI.RoundStartTime + GRI.RoundDuration - GRI.ElapsedTime; S = default.TimeRemainingText $ GetTimeString(CurrentTime); X = 8 * Scale; Y = 8 * Scale; C.DrawColor = WhiteColor; C.Font = GetConsoleFont(C); C.TextSize(S, strX, strY); C.SetPos(X, Y); C.DrawTextClipped(S); if (GRI.bMatchHasBegun && ROPlayer(PlayerOwner) != None && ROPlayer(PlayerOwner).CanRestartPlayer() && PlayerOwner.PlayerReplicationInfo.Team != none && GRI.bReinforcementsComing[PlayerOwner.PlayerReplicationInfo.Team.TeamIndex] == 1) { Time = GRI.LastReinforcementTime[PlayerOwner.PlayerReplicationInfo.Team.TeamIndex] + GRI.ReinforcementInterval[PlayerOwner.PlayerReplicationInfo.Team.TeamIndex] - GRI.ElapsedTime; S = default.ReinforcementText $ GetTimeString(Time); Y += 4 * Scale + strY; //C.TextSize(S, strX, strY); C.SetPos(X, Y); C.DrawTextClipped(S); } } if (PlayerOwner.ViewTarget != PlayerOwner.Pawn && PawnOwner != None && PawnOwner.PlayerReplicationInfo != None) { S = ViewingText $ PawnOwner.PlayerReplicationInfo.PlayerName; C.DrawColor = WhiteColor; C.Font = GetConsoleFont(C); C.TextSize(S, strX, strY); C.SetPos(C.ClipX / 2 - strX / 2, C.ClipY - 8 * scale - strY); C.DrawTextClipped(S); } Playa = ROPlayer(PlayerOwner); // Rough spectate hud stuff. TODO: Refine this so its not so plane if( Playa != none ) { S = Playa.GetSpecModeDescription(); C.DrawColor = WhiteColor; C.Font = GetLargeMenuFont(C); X = C.ClipX * 0.5; Y = C.ClipY * 0.1; C.TextSize(S, strX, strY); C.SetPos(X - strX / 2, Y - strY); C.DrawTextClipped(S); // Draw line 1 S = SpectateInstructionText1; C.Font = GetConsoleFont(C); X = C.ClipX * 0.5; Y = C.ClipY * 0.90; C.TextSize(S, strX, strY); C.SetPos(X - strX / 2, Y - strY); C.DrawTextClipped(S); // Draw line 2 S = SpectateInstructionText2; X = C.ClipX * 0.5; Y += strY + (3 * scale); C.TextSize(S, strX, strY); C.SetPos(X - strX / 2, Y - strY); C.DrawTextClipped(S); // Draw line 3 S = SpectateInstructionText3; X = C.ClipX * 0.5; Y += strY + (3 * scale); C.TextSize(S, strX, strY); C.SetPos(X - strX / 2, Y - strY); C.DrawTextClipped(S); // Draw line 4 S = SpectateInstructionText4; X = C.ClipX * 0.5; Y += strY + (3 * scale); C.TextSize(S, strX, strY); C.SetPos(X - strX / 2, Y - strY); C.DrawTextClipped(S); } // Draw the players name large if thier are viewing someone else in first person if ( (PawnOwner != None) && (PawnOwner != PlayerOwner.Pawn) && (PawnOwner.PlayerReplicationInfo != None) && !PlayerOwner.bBehindView) { // draw viewed player name C.Font = GetMediumFontFor(C); C.SetDrawColor(255,255,0,255); C.StrLen(PawnOwner.PlayerReplicationInfo.PlayerName,NameWidth,SmallH); NameWidth = FMax(NameWidth, 0.15 * C.ClipX); if ( C.ClipX >= 640 ) { C.Font = GetConsoleFont(C); C.StrLen("W",XL,SmallH); C.SetPos(79*C.ClipX/80 - NameWidth,C.ClipY * 0.68); C.DrawText(NowViewing,false); } C.Font = GetMediumFontFor(C); C.SetPos(79*C.ClipX/80 - NameWidth,C.ClipY * 0.68 + SmallH); C.DrawText(PawnOwner.PlayerReplicationInfo.PlayerName,false); } // Draw hints if (bDrawHint) DrawHint(C); DisplayLocalMessages(C); } //----------------------------------------------------------------------------- // GetTimeString //----------------------------------------------------------------------------- static function string GetTimeString(float Time) { local string S; Time = FMax(0.0, Time); S = int(Time / 60) $ ":"; Time = Time % 60; if (Time < 10) S = S $ "0" $ int(Time); else S = S $ int(Time); return S; } //----------------------------------------------------------------------------- // DrawTimer - Draws the clock //----------------------------------------------------------------------------- simulated function DrawTimer(Canvas C) { //DrawSpriteWidget(C, ClockBase); //DrawSpriteWidget(C, ClockHand); } //----------------------------------------------------------------------------- // GetConsoleFont - Use the small font array //----------------------------------------------------------------------------- static function font GetConsoleFont(Canvas C) { local int FontSize; 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 LoadSmallFontStatic(Min(8,FontSize)); } //----------------------------------------------------------------------------- // GetLargeMenuFont - Gets a large menu font //----------------------------------------------------------------------------- static function font GetLargeMenuFont(Canvas C) { local int FontSize; //FontSize = Default.ConsoleFontSize; // if ( C.ClipX < 640 ) // FontSize = 0; if ( C.ClipX < 800 ) FontSize = 5; else if ( C.ClipX < 1024 ) FontSize = 4; else if ( C.ClipX < 1280 ) FontSize = 3; else if ( C.ClipX < 1600 ) FontSize = 2; else FontSize = 1; return LoadFontStatic(Min(8,FontSize)); } //----------------------------------------------------------------------------- // GetSmallMenuFont - Gets a large menu font //----------------------------------------------------------------------------- static function font GetSmallMenuFont(Canvas C) { local int FontSize; //FontSize = Default.ConsoleFontSize; // if ( C.ClipX < 640 ) // FontSize = 0; if ( C.ClipX < 800 ) FontSize = 4; else if ( C.ClipX < 1024 ) FontSize = 3; else if ( C.ClipX < 1280 ) FontSize = 2; else if ( C.ClipX < 1600 ) FontSize = 1; else FontSize = 0; return LoadMenuFontStatic(FontSize); } static function font GetSmallerMenuFont(Canvas C) { local int FontSize; //FontSize = Default.ConsoleFontSize; // if ( C.ClipX < 640 ) // FontSize = 0; if ( C.ClipX < 800 ) // FontSize = 5; FontSize = 4; else if ( C.ClipX < 1024 ) FontSize = 4; else if ( C.ClipX < 1280 ) FontSize = 3; else if ( C.ClipX < 1600 ) FontSize = 2; else FontSize = 1; return LoadMenuFontStatic(FontSize); } //----------------------------------------------------------------------------- // LoadSmallFontStatic - Loads from the new small font array //----------------------------------------------------------------------------- static function Font LoadSmallFontStatic(int i) { if( default.SmallFontArrayFonts[i] == None ) { default.SmallFontArrayFonts[i] = Font(DynamicLoadObject(default.SmallFontArrayNames[i], class'Font')); if( default.SmallFontArrayFonts[i] == none ) Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.SmallFontArrayNames[i]); } return default.SmallFontArrayFonts[i]; } //----------------------------------------------------------------------------- // LoadMenuFontStatic - Loads from the new small font array //----------------------------------------------------------------------------- static function Font LoadMenuFontStatic(int i) { if( default.MenuFontArrayFonts[i] == None ) { default.MenuFontArrayFonts[i] = Font(DynamicLoadObject(default.MenuFontArrayNames[i], class'Font')); if( default.MenuFontArrayFonts[i] == None ) Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.MenuFontArrayNames[i]); } return default.MenuFontArrayFonts[i]; } //----------------------------------------------------------------------------- // Message - Changed message classes //----------------------------------------------------------------------------- simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType ) { local Class<LocalMessage> MessageClassType; switch( MsgType ) { case 'Say': Msg = PRI.PlayerName$": "$Msg; MessageClassType = class'ROSayMessage'; break; case 'TeamSay': /*if (PRI.GetLocationName() == "") Msg = TeamMessagePrefix$PRI.PlayerName$": "$Msg; else Msg = TeamMessagePrefix$PRI.PlayerName$" ("$PRI.GetLocationName()$"): "$Msg;*/ MessageClassType = class'ROTeamSayMessage'; Msg = MessageClassType.static.AssembleString(self,, PRI, Msg); break; case 'SayDead': //Msg = PRI.PlayerName$": "$Msg; MessageClassType = class'ROSayDeadMessage'; Msg = MessageClassType.static.AssembleString(self,, PRI, Msg); break; case 'TeamSayDead': /*if (PRI.GetLocationName() == "") Msg = TeamMessagePrefix$PRI.PlayerName$": "$Msg; else Msg = TeamMessagePrefix$PRI.PlayerName$" ("$PRI.GetLocationName()$"): "$Msg;*/ MessageClassType = class'ROTeamSayDeadMessage'; Msg = MessageClassType.static.AssembleString(self,, PRI, Msg); break; case 'VehicleSay': MessageClassType = class'ROVehicleSayMessage'; Msg = MessageClassType.static.AssembleString(self,, PRI, Msg); break; case 'CriticalEvent': MessageClassType = class'CriticalEventPlus'; LocalizedMessage( MessageClassType, 0, None, None, None, Msg ); return; case 'DeathMessage': return; //MessageClassType = class'RODeathMessage'; //break; default: MessageClassType = class'ROStringMessage'; break; } AddTextMessage(Msg,MessageClassType,PRI); } //==================================================================== // DrawWeaponName(UT) - Antarian 10/11/03 - Overloaded to fix the RO weapon // names from showing up with ut colors, font and font size //==================================================================== simulated function DrawWeaponName(Canvas C) { local string CurWeaponName; local float XL,YL, Fade; if (bHideWeaponName) return; // THINK ABOUT A FUTURE OPTION TO LET PEOPLE DISABLE MESSAGES // OR MAKE THE MESSAGE SIZE SMALLER if (WeaponDrawTimer>Level.TimeSeconds) { C.DrawColor = WhiteColor; C.Font = GetMediumFontFor(C); C.TextSize(CurWeaponName, XL, YL); Fade = WeaponDrawTimer - Level.TimeSeconds; if (Fade<=1) C.DrawColor.A = 255 * Fade; C.Strlen(LastWeaponName,XL,YL); C.SetPos( (C.ClipX/2) - (XL/2), C.ClipY*0.8-YL); C.DrawText(LastWeaponName); } if ( PawnOwner==None || PawnOwner.PendingWeapon==None ) return; CurWeaponName = PawnOwner.PendingWeapon.GetHumanReadableName(); if (CurWeaponName!=LastWeaponName) { WeaponDrawTimer = Level.TimeSeconds+1.5; WeaponDrawColor = PawnOwner.PendingWeapon.HudColor; } LastWeaponName = CurWeaponName; } // show full screen red flash // this Overrides the HudBase definition, where the hit indicators are shown function DisplayHit(vector HitDir, int Damage, class<DamageType> damageType) { if ( Damage > 1 ) { PlayerOwner.ClientFlash(DamageType.Default.FlashScale,DamageType.Default.FlashFog); } } // Comment Out for Release simulated function DrawCrosshair (Canvas C) { /*local float NormalScale; local int i, CurrentCrosshair; local float OldScale,OldW, CurrentCrosshairScale; local color CurrentCrosshairColor; local SpriteWidget CHtexture; if (!bCrosshairShow || !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return; if ( (PawnOwner != None) && (PawnOwner.Weapon != None) && (PawnOwner.Weapon.CustomCrosshair >= 0) ) { CurrentCrosshairColor = PawnOwner.Weapon.CustomCrosshairColor; CurrentCrosshair = PawnOwner.Weapon.CustomCrosshair; CurrentCrosshairScale = PawnOwner.Weapon.CustomCrosshairScale; if ( PawnOwner.Weapon.CustomCrosshairTextureName != "" ) { if ( PawnOwner.Weapon.CustomCrosshairTexture == None ) { PawnOwner.Weapon.CustomCrosshairTexture = Texture(DynamicLoadObject(PawnOwner.Weapon.CustomCrosshairTextureName,class'Texture')); if ( PawnOwner.Weapon.CustomCrosshairTexture == None ) { log(PawnOwner.Weapon$" custom crosshair texture not found!"); PawnOwner.Weapon.CustomCrosshairTextureName = ""; } } CHTexture = Crosshairs[0]; CHTexture.WidgetTexture = PawnOwner.Weapon.CustomCrosshairTexture; } } else { CurrentCrosshair = CrosshairStyle; CurrentCrosshairColor = CrosshairColor; CurrentCrosshairScale = CrosshairScale; } CurrentCrosshair = Clamp(CurrentCrosshair, 0, Crosshairs.Length - 1); NormalScale = Crosshairs[CurrentCrosshair].TextureScale; if ( CHTexture.WidgetTexture == None ) CHTexture = Crosshairs[CurrentCrosshair]; CHTexture.TextureScale *= CurrentCrosshairScale; for( i = 0; i < ArrayCount(CHTexture.Tints); i++ ) CHTexture.Tints[i] = CurrentCrossHairColor; OldScale = HudScale; HudScale=1; OldW = C.ColorModulate.W; C.ColorModulate.W = 1; DrawSpriteWidget (C, CHTexture); C.ColorModulate.W = OldW; HudScale=OldScale; CHTexture.TextureScale = NormalScale;*/ //DrawEnemyName(C); } // FIXME: We need to look at something a lot better than using UT2004 portraits. Really kills the atmosphere. /*simulated function Tick(float deltaTime) { //local Material NewPortrait; Super.Tick(deltaTime); // Setup the player portrait to display an incoming voice chat message if ( (Level.TimeSeconds - LastPlayerIDTalkingTime < 0.1) && (PlayerOwner.GameReplicationInfo != None) ) { if ( (PortraitPRI == None) || (PortraitPRI.PlayerID != LastPlayerIDTalking) ) { if (PortraitPRI == none) PortraitX = 1; PortraitPRI = PlayerOwner.GameReplicationInfo.FindPlayerByID(LastPlayerIDTalking); if ( PortraitPRI != None ) { PortraitTime = Level.TimeSeconds + 3; //NewPortrait = PortraitPRI.GetPortrait(); //if ( NewPortrait != None ) //{ // if ( Portrait == None ) // PortraitX = 1; // Portrait = NewPortrait; // PortraitTime = Level.TimeSeconds + 3; //} } } else PortraitTime = Level.TimeSeconds + 0.2; } else LastPlayerIDTalking = 0; if ( PortraitTime - Level.TimeSeconds > 0 ) PortraitX = FMax(0,PortraitX-3*deltaTime); else if ( PortraitPRI != None ) { PortraitX = FMin(1,PortraitX+3*deltaTime); if ( PortraitX == 1 ) { //Portrait = None; PortraitPRI = None; } } }*/ function DisplayPortrait(PlayerReplicationInfo PRI) { //local Material NewPortrait; if ( LastPlayerIDTalking > 0 ) return; if (PRI == none) return; //NewPortrait = PRI.GetPortrait(); //if ( NewPortrait == None ) // return; //if ( Portrait == None ) // PortraitX = 1; if (PortraitPRI == none) PortraitX = 1; //Portrait = NewPortrait; PortraitTime = Level.TimeSeconds + 3; PortraitPRI = PRI; } // Test0r! find a random player and display a portrait for him /* exec function testPortrait() { local controller c; for (c = level.ControllerList; c != none; c = c.nextController) { if (c.PlayerReplicationInfo != none && c != PlayerOwner) { DisplayPortrait(c.PlayerReplicationInfo); break; } } }*/ // test0r! sends a local message for 'weapon shot out of hands' /*exec function testMessage() { ROPlayer(PawnOwner.Controller).ReceiveLocalizedMessage(class'ROWeaponLostMessage'); //ROPlayer(PawnOwner.Controller).ReceiveLocalizedMessage(LocalMessage(DynamicLoadObject("ROWeaponLostMessage", class'LocalMessage'))); ROPlayer(PawnOwner.Controller).ReceiveLocalizedMessage(class'ROTestCriticalMessage', Rand(4)); }*/ /* // test0r! this function dumps the content of the helprequests, rally points, etc arrays exec function testReplication() { local ROGameReplicationInfo GRI; local int i; local string s; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); log("Dumping content of rally points arrays..."); for (i = 0; i < arraycount(GRI.AlliedRallyPoints); i++) { if (GRI.AlliedRallyPoints[i].RallyPointLocation != vect(0,0,0)) { s = "AlliedRallyPoints[" $ i $ "].RallyPointLocation = " $ GRI.AlliedRallyPoints[i].RallyPointLocation; log(s); Message(PlayerOwner.PlayerReplicationInfo, s, 'TEAM'); } if (GRI.AxisRallyPoints[i].RallyPointLocation != vect(0,0,0)) { s = "AxisRallyPoints[" $ i $ "].RallyPointLocation = " $ GRI.AxisRallyPoints[i].RallyPointLocation; log(s); Message(PlayerOwner.PlayerReplicationInfo, s, 'TEAM'); } } log("Dumping content of help requests arrays..."); for (i = 0; i < arraycount(GRI.AlliedHelpRequests); i++) { if (GRI.AlliedHelpRequests[i].requestType != 255) { s = "AlliedHelpRequests[" $ i $ "].requestType = " $ GRI.AlliedHelpRequests[i].requestType; s = s $ ", .objectiveID = " $ GRI.AlliedHelpRequests[i].objectiveID; s = s $ ", .reqLoc = " $ GRI.AlliedHelpRequestsLocs[i]; log(s); Message(PlayerOwner.PlayerReplicationInfo, s, 'TEAM'); } if (GRI.AxisHelpRequests[i].requestType != 255) { s = "AxisHelpRequests[" $ i $ "].requestType = " $ GRI.AxisHelpRequests[i].requestType; s = s $ ", .objectiveID = " $ GRI.AxisHelpRequests[i].objectiveID; s = s $ ", .reqLoc = " $ GRI.AxisHelpRequestsLocs[i]; log(s); Message(PlayerOwner.PlayerReplicationInfo, s, 'TEAM'); } } }*/ // Test0r! Tests a body hit, number = body part id (-1 == all) /*exec function testHits(byte num) { if( ROPawn(PawnOwner) != none ) { ROPawn(PawnOwner).ClientUpdateDamageList(num); } } // Test0r! test menu. exec function testMenu(optional string menu) { if (menu == "") PlayerOwner.ClientOpenMenu("ROInterface.ROTestMenu"); else PlayerOwner.ClientOpenMenu(menu); }*/ // Functions used to draw widgets inside a certain region function DrawSpriteWidgetClipped(Canvas C, SpriteWidget widget, AbsoluteCoordsInfo coords, optional bool bUseTexScaleAsScreenScale, optional out float XL, optional out float YL, optional bool bUseAbsoluteOffsets, optional bool bKeepAspectRatio, optional bool bUseHUDScaling, optional bool bGetSizesOnly) { local float ScreenX, ScreenY, ScreenXL, ScreenYL; local float TexX,TexY, TexXL, TexYL; local float ScaleModifier; // Figure where we want to draw ScreenX = coords.width * widget.PosX; ScreenY = coords.height * widget.PosY; if (bUseHUDScaling) ScaleModifier = HudScale; else ScaleModifier = 1.0; // Figure offset if (bUseAbsoluteOffsets) { ScreenX += widget.OffsetX * ScaleModifier; ScreenY += widget.OffsetY * ScaleModifier; } else { ScreenX += widget.OffsetX * widget.TextureScale * ScaleModifier; ScreenY += widget.OffsetY * widget.TextureScale * ScaleModifier; } // Figure texture source coords TexX = widget.TextureCoords.X1; TexY = widget.TextureCoords.Y1; TexXL = widget.TextureCoords.X2 - widget.TextureCoords.X1 + 1; TexYL = widget.TextureCoords.Y2 - widget.TextureCoords.Y1 + 1; // Figure screen width & height if (bUseTexScaleAsScreenScale) { ScreenYL = coords.height * widget.TextureScale; if (bKeepAspectRatio) ScreenXL = ScreenYL * TexXL / TexYL; else ScreenXL = coords.width * widget.TextureScale; } else { ScreenYL = abs(TexYL) * widget.TextureScale; if (bKeepAspectRatio) ScreenXL = ScreenYL * TexXL / TexYL; else ScreenXL = abs(TexXL) * widget.TextureScale; } ScreenXL *= ScaleModifier; ScreenYL *= ScaleModifier; XL = ScreenXL; YL = ScreenYL; // Offset depending on pivot type CalcPivotCoords(widget.DrawPivot, ScreenX, ScreenY, ScreenXL, ScreenYL); // Offset by wanted coordinates ScreenX += coords.PosX; ScreenY += coords.PosY; // Set scale switch (widget.ScaleMode) { case SM_None: break; case SM_Up: ScreenY += (1.0 - widget.Scale) * ScreenYL; ScreenYL *= widget.Scale; TexY += (1.0 - widget.Scale) * TexYL; TexYL *= widget.Scale; break; case SM_Down: ScreenYL *= widget.Scale; TexYL *= widget.Scale; break; case SM_Left: ScreenX += (1.0 - widget.Scale) * ScreenXL; ScreenXL *= widget.Scale; TexX += (1.0 - widget.Scale) * TexXL; TexXL *= widget.Scale; break; case SM_Right: ScreenXL *= widget.Scale; TexXL *= widget.Scale; break; } if (!bGetSizesOnly) { // Set canvas info C.CurX = ScreenX; C.CurY = ScreenY; C.DrawColor = widget.Tints[TeamIndex]; C.Style = widget.RenderStyle; // Render! C.DrawTile(widget.WidgetTexture, ScreenXL, ScreenYL, TexX, TexY, TexXL, TexYL); } } function CalcPivotCoords(EDrawPivot DrawPivot, out float ScreenX, out float ScreenY, float ScreenXL, float ScreenYL) { switch (DrawPivot) { case DP_UpperLeft: break; case DP_UpperMiddle: ScreenX -= ScreenXL * 0.5; break; case DP_UpperRight: ScreenX -= ScreenXL; break; case DP_MiddleRight: ScreenX -= ScreenXL; ScreenY -= ScreenYL * 0.5; break; case DP_LowerRight: ScreenX -= ScreenXL; ScreenY -= ScreenYL; break; case DP_LowerMiddle: ScreenX -= ScreenXL * 0.5; ScreenY -= ScreenYL; break; case DP_LowerLeft: ScreenY -= ScreenYL; break; case DP_MiddleLeft: ScreenY -= ScreenYL * 0.5; break; case DP_MiddleMiddle: ScreenX -= ScreenXL * 0.5; ScreenY -= ScreenYL * 0.5; break; default: break; } } function DrawTextWidgetClipped(Canvas C, TextWidget widget, AbsoluteCoordsInfo coords, optional out float XL, optional out float YL, optional out float YL_oneline, optional bool bNoRender) { local float ScreenX, ScreenY, ScreenXL, ScreenYL; local float oldClipX, oldClipY, oldOrgX, oldOrgY, myXL, myYL; // Calculate where we want to write ScreenX = coords.width * widget.PosX; ScreenY = coords.height * widget.PosY; // Save old canvas settings oldClipX = C.ClipX; oldClipY = C.ClipY; oldOrgX = C.OrgX; oldOrgY = C.OrgY; // Check if we should wrap if (widget.WrapWidth ~= 0) { // Calculate text size C.TextSize(widget.text, ScreenXL, ScreenYL); YL_oneline = ScreenYL; XL = ScreenXL; YL = ScreenYL; } else { // Calculate text size ScreenXL = coords.width * widget.WrapWidth; C.ClipX = ScreenXL; C.TextSize(widget.text, myXL, YL_oneline); // only used to fill YL_oneline variable C.StrLen(widget.text, myXL, myYL); XL = myXL; YL = myYL; ScreenYL = myYL; } // Calculate offsets ScreenX += widget.OffsetX + coords.PosX; ScreenY += widget.OffsetY + coords.PosY; CalcPivotCoords(widget.DrawPivot, ScreenX, ScreenY, ScreenXL, ScreenYL); //log("ScreenX = " $ ScreenX $ ", ScreenY = " $ ScreenY $ ", ScreenXL = " $ ScreenXL $ ", ScreenYL = " $ ScreenYL); //log("C.OrgX = " $ C.OrgX $ ", C.OrgY = " $ C.OrgY); // Draw bounding box if needed if (bDebugDrawHudBounds) { C.SetPos(ScreenX + C.OrgX, ScreenY + C.OrgY); C.DrawColor = RedColor; // c.DrawTileStretched(Material'InterfaceArt_tex.HUD.white_border_alpha', ScreenXL, ScreenYL); C.DrawColor = widget.Tints[TeamIndex]; } // Draw the text C.DrawColor = widget.Tints[TeamIndex]; C.Style = widget.RenderStyle; C.SetOrigin(ScreenX + C.OrgX, ScreenY + C.OrgY); C.SetClip(ScreenXL, ScreenYL); C.SetPos(0,0); if (widget.bDrawShadow && !bNoRender) { C.DrawColor.R = 0; C.DrawColor.G = 0; C.DrawColor.B = 0; C.SetOrigin(C.OrgX + 1, C.OrgY + 1); C.SetPos(0,0); C.DrawText(widget.text); C.SetOrigin(C.OrgX - 1, C.OrgY - 1); C.SetPos(0,0); C.DrawColor = widget.Tints[TeamIndex]; } if (!bNoRender) C.DrawText(widget.text); // Restore old canvas settings C.SetOrigin(oldOrgX, oldOrgY); C.SetClip(oldClipX, oldClipY); } // Transform from one set of absolute coordinate into another // X, Y, XL and YL are in the 0-1 range. function GetAbsoluteCoordinates(AbsoluteCoordsInfo reference, float X, float Y, float XL, float YL, out AbsoluteCoordsInfo coords) { coords.PosX = reference.PosX + X * reference.width; coords.PosY = reference.PosY + Y * reference.height; coords.width = reference.width * XL; coords.height = reference.height * YL; } // Transform from one set of absolute coordinate into another // using a set of relative coordinates function GetAbsoluteCoordinatesAlt(AbsoluteCoordsInfo reference, RelativeCoordsInfo relative, out AbsoluteCoordsInfo coords) { coords.PosX = reference.PosX + relative.X * reference.width; coords.PosY = reference.PosY + relative.Y * reference.height; coords.width = reference.width * relative.XL; coords.height = reference.height * relative.YL; } function MouseInterfaceStartCapturing() { bCapturingMouse = true; bHaveAtLeastOneValidMouseUpdate = false; ROPlayer(PlayerOwner).bHudCapturesMouseInputs = true; } function MouseInterfaceStopCapturing() { ROPlayer(PlayerOwner).bHudCapturesMouseInputs = false; bCapturingMouse = false; MouseInterfaceUnlockPlayerRotation(); } function MouseInterfaceUpdatePosition(vector newPos) { local float PosX, PosY; MouseCurrentPos = newPos; bHaveAtLeastOneValidMouseUpdate = true; if (bShowObjectives) { PosX = MouseCurrentPos.X + LastHUDSizeX * 0.5; PosY = MouseCurrentPos.Y + LastHUDSizeY * 0.5; if (PosX > MapLevelImageCoordinates.PosX && PosY > MapLevelImageCoordinates.PosY && PosX < MapLevelImageCoordinates.width + MapLevelImageCoordinates.PosX && PosY < MapLevelImageCoordinates.height + MapLevelImageCoordinates.PosY) { MouseInterfaceLockPlayerRotation(); } else MouseInterfaceUnlockPlayerRotation(); } else MouseInterfaceUnlockPlayerRotation(); } function MouseInterfaceClick() { if (bShowObjectives) { if (HandleLevelMapClick(MouseCurrentPos.X + LastHUDSizeX * 0.5, MouseCurrentPos.Y + LastHUDSizeY * 0.5)) HideObjectives(); } else // Safeguard MouseInterfaceStopCapturing(); } function MouseInterfaceDrawCursor(Canvas C) { local float PosX, PosY; local vector newMousePos; if (!bHaveAtLeastOneValidMouseUpdate) return; newMousePos = MouseCurrentPos; PosX = newMousePos.X + C.SizeX * 0.5; PosY = newMousePos.Y + C.SizeY * 0.5; if (PosX < 0) { newMousePos.X -= PosX; PosX = 0; } else if (PosX >= C.ClipX) { newMousePos.X -= (PosX - C.SizeX); PosX = C.SizeX - 1; } if (PosY < 0) { newMousePos.Y -= PosY; PosY = 0; } else if (PosY >= C.ClipY) { newMousePos.Y -= (PosY - C.SizeY); PosY = C.SizeY - 1; } if (newMousePos != MousecurrentPos) ROPlayer(PlayerOwner).MouseInterfaceSetMousePos(newMousePos); //log("newMousePos.X = " $ newMousePos.X); //log("newMousePos.Y = " $ newMousePos.Y); MouseInterfaceIcon.PosX = PosX / C.ClipX; MouseInterfaceIcon.PosY = PosY / C.ClipY; LastHUDSizeX = C.ClipX; LastHUDSizeY = C.ClipY; //log("Drawing to " $ MouseInterfaceIcon.PosX $ "," $ MouseInterfaceIcon.PosY); DrawSpriteWidget(C, MouseInterfaceIcon); } function MouseInterfaceLockPlayerRotation() { if (ROPlayer(PlayerOwner) != none) ROPlayer(PlayerOwner).MouseInterfaceSetRotationLock(true); } function MouseInterfaceUnlockPlayerRotation() { if (ROPlayer(PlayerOwner) != none) ROPlayer(PlayerOwner).MouseInterfaceSetRotationLock(false); } function DrawVehicleIcon(Canvas Canvas, ROVehicle vehicle, optional ROVehicleWeaponPawn passenger) { local AbsoluteCoordsInfo coords, coords2; local rotator myRot; local ROTreadCraft threadCraft; local SpriteWidget widget; local color vehicleColor; local float f; local int i, current, pending; local ROVehicleWeaponPawn wpawn; local float XL, YL, Y_one; local array<string> lines; local PlayerReplicationInfo PRI; local ROTankCannon cannon; local ROVehicleWeapon weapon; local float myScale; local float modifiedVehicleOccupantsTextYOffset; // Used to offset text vertically when drawing coaxial ammo info local ROWheeledVehicle wheeled_vehicle; if (bHideHud) return; // Debug: draw tank name //canvas.setpos(0, canvas.clipY * 0.75); //canvas.DrawText(vehicle.class); ////////////////////////////////////// // Draw vehicle icon ////////////////////////////////////// // Figure what the scale is myScale = HudScale; // * ResScaleY; // Figure where to draw coords.PosX = Canvas.ClipX * VehicleIconCoords.X; coords.height = Canvas.ClipY * VehicleIconCoords.YL * myScale; coords.PosY = Canvas.ClipY * VehicleIconCoords.Y - coords.height; coords.width = coords.height; // Compute whole-screen coords coords2.PosX = 0; coords2.PosY = 0; coords2.width = Canvas.ClipX; coords2.height = canvas.ClipY; // Set initial passenger PosX (shifted if we're drawing ammo info, // else it's draw closer to the tank icon) VehicleOccupantsText.PosX = default.VehicleOccupantsText.PosX; // The IS2 is so frelling huge that it needs to use larger textures if (vehicle.bVehicleHudUsesLargeTexture) widget = VehicleIconAlt; else widget = VehicleIcon; // Figure what color to draw in f = vehicle.Health / vehicle.HealthMax; if (f > 0.75) vehicleColor = VehicleNormalColor; else if (f > 0.35) vehicleColor = VehicleDamagedColor; else vehicleColor = VehicleCriticalColor; widget.Tints[0] = vehicleColor; widget.Tints[1] = vehicleColor; // Draw vehicle icon widget.WidgetTexture = vehicle.VehicleHudImage; DrawSpriteWidgetClipped(Canvas, widget, coords, true); // Draw engine (if needed) f = vehicle.EngineHealth / vehicle.Default.EngineHealth; if (f < 0.95) { if (f < 0.35) VehicleEngine.WidgetTexture = VehicleEngineCriticalTexture; else VehicleEngine.WidgetTexture = VehicleEngineDamagedTexture; VehicleEngine.PosX = vehicle.VehicleHudEngineX; VehicleEngine.PosY = vehicle.VehicleHudEngineY; DrawSpriteWidgetClipped(Canvas, VehicleEngine, coords, true); } // Draw treaded vehicle specific stuff threadCraft = ROTreadCraft(vehicle); if (threadCraft != none) { // Update turret references if (threadCraft.CannonTurret == none) threadCraft.UpdateTurretReferences(); // Draw threads (if needed) if (threadCraft.bLeftTrackDamaged) { VehicleThreads[0].TextureScale = threadCraft.VehicleHudThreadsScale; VehicleThreads[0].PosX = threadCraft.VehicleHudThreadsPosX[0]; VehicleThreads[0].PosY = threadCraft.VehicleHudThreadsPosY; DrawSpriteWidgetClipped(Canvas, VehicleThreads[0], coords, true, XL, YL, false, true); } if (threadCraft.bRightTrackDamaged) { VehicleThreads[1].TextureScale = threadCraft.VehicleHudThreadsScale; VehicleThreads[1].PosX = threadCraft.VehicleHudThreadsPosX[1]; VehicleThreads[1].PosY = threadCraft.VehicleHudThreadsPosY; DrawSpriteWidgetClipped(Canvas, VehicleThreads[1], coords, true, XL, YL, false, true); } // Update & draw look turret (if needed) if (passenger != none && passenger.IsA('ROTankCannonPawn')) { threadCraft.VehicleHudTurretLook.Rotation.Yaw = vehicle.Rotation.Yaw - passenger.CustomAim.Yaw; widget.WidgetTexture = threadCraft.VehicleHudTurretLook; widget.Tints[0].A /= 2; widget.Tints[1].A /= 2; DrawSpriteWidgetClipped(Canvas, widget, coords, true); widget.Tints[0] = vehicleColor; widget.Tints[1] = vehicleColor; // Draw ammo count since we're a gunner if (bShowWeaponInfo) { // Shift passengers list farther to the right VehicleOccupantsText.PosX = VehicleOccupantsTextOffset; // Draw icon VehicleAmmoIcon.WidgetTexture = passenger.AmmoShellTexture; DrawSpriteWidget(Canvas, VehicleAmmoIcon); // Draw reload state icon (if needed) VehicleAmmoReloadIcon.WidgetTexture = passenger.AmmoShellReloadTexture; VehicleAmmoReloadIcon.Scale = passenger.getAmmoReloadState(); DrawSpriteWidget(Canvas, VehicleAmmoReloadIcon); // Draw ammo count if( Passenger != none && passenger.Gun != none ) { VehicleAmmoAmount.Value = passenger.Gun.PrimaryAmmoCount();//999; } DrawNumericWidget(Canvas, VehicleAmmoAmount, Digits); // Draw ammo type cannon = ROTankCannon(passenger.Gun); if (cannon != none && cannon.bMultipleRoundTypes) { // Get ammo types current = cannon.GetRoundsDescription(lines); pending = cannon.GetPendingRoundIndex(); VehicleAmmoTypeText.OffsetY = default.VehicleAmmoTypeText.OffsetY * myScale; if (myScale < 0.85) Canvas.Font = GetConsoleFont(Canvas); else Canvas.Font = GetSmallMenuFont(Canvas); i = (current + 1) % lines.length; while (true) { if (i == pending) VehicleAmmoTypeText.text = lines[i]$"<-"; else VehicleAmmoTypeText.text = lines[i]; if (i == current) VehicleAmmoTypeText.Tints[TeamIndex].A = 255; else VehicleAmmoTypeText.Tints[TeamIndex].A = 128; DrawTextWidgetClipped(Canvas, VehicleAmmoTypeText, coords2, XL, YL, Y_one); VehicleAmmoTypeText.OffsetY -= YL; i = (i + 1) % lines.length; if (i == (current + 1) % lines.length) break; } } if (cannon != none) { // Draw coaxial gun ammo info if needed if (cannon.AltFireProjectileClass != none) { // Draw coaxial gun ammo icon VehicleAltAmmoIcon.WidgetTexture = cannon.hudAltAmmoIcon; DrawSpriteWidget(Canvas, VehicleAltAmmoIcon); // Draw coaxial gun ammo ammount VehicleAltAmmoAmount.Value = cannon.getNumMags();//999; DrawNumericWidget(Canvas, VehicleAltAmmoAmount, Digits); // Shift occupants list position to accomodate coaxial gun ammo info modifiedVehicleOccupantsTextYOffset = VehicleAltAmmoOccupantsTextOffset * myScale; } } } } // Update & draw turret if (threadCraft.CannonTurret != none) { myRot = rotator(vector(threadCraft.CannonTurret.CurrentAim) >> threadCraft.CannonTurret.Rotation); threadCraft.VehicleHudTurret.Rotation.Yaw = vehicle.Rotation.Yaw - myRot.Yaw; widget.WidgetTexture = threadCraft.VehicleHudTurret; DrawSpriteWidgetClipped(Canvas, widget, coords, true); } } // Draw MG ammo info (if needed) if (bShowWeaponInfo && passenger != none && passenger.bIsMountedTankMG) { weapon = ROVehicleWeapon(passenger.Gun); if (weapon != none) { // Offset vehicle passenger names VehicleOccupantsText.PosX = VehicleOccupantsTextOffset; // Draw ammo icon VehicleMGAmmoIcon.WidgetTexture = weapon.hudAltAmmoIcon; DrawSpriteWidget(Canvas, VehicleMGAmmoIcon); // Draw ammo count VehicleMGAmmoAmount.Value = weapon.getNumMags(); DrawNumericWidget(Canvas, VehicleMGAmmoAmount, Digits); } } // Draw rpm/speed/throttle gauges if we're the driver if (passenger == none) { wheeled_vehicle = ROWheeledVehicle(vehicle); if (wheeled_vehicle != none) { // Get team index if (vehicle.Controller != none && vehicle.Controller.PlayerReplicationInfo != none && vehicle.Controller.PlayerReplicationInfo.Team != none) { if (vehicle.Controller.PlayerReplicationInfo.Team.TeamIndex == AXIS_TEAM_INDEX) i = AXIS_TEAM_INDEX; else i = ALLIES_TEAM_INDEX; } else i = AXIS_TEAM_INDEX; // Update textures for backgrounds VehicleSpeedIndicator.WidgetTexture = VehicleSpeedTextures[i]; VehicleRPMIndicator.WidgetTexture = VehicleRPMTextures[i]; // Draw backgrounds DrawSpriteWidgetClipped(Canvas, VehicleSpeedIndicator, coords, true, XL, YL, false, true); DrawSpriteWidgetClipped(Canvas, VehicleRPMIndicator, coords, true, XL, YL, false, true); // Get speed value & update rotator f = (((VSize(wheeled_vehicle.Velocity) * 3600)/60.35)/1000); //f = 100; f *= VehicleSpeedScale[i]; f += VehicleSpeedZeroPosition[i]; // Check if we should reset needles rotation if (VehicleNeedlesLastRenderTime < Level.TimeSeconds - 0.5) f = VehicleLastSpeedRotation; // Calculate modified rotation (to limit rotation speed) if (f < VehicleLastSpeedRotation) VehicleLastSpeedRotation = max(f, VehicleLastSpeedRotation - (Level.TimeSeconds - VehicleNeedlesLastRenderTime) * VehicleNeedlesRotationSpeed); else VehicleLastSpeedRotation = min(f, VehicleLastSpeedRotation + (Level.TimeSeconds - VehicleNeedlesLastRenderTime) * VehicleNeedlesRotationSpeed); TexRotator(VehicleSpeedNeedlesTextures[i]).Rotation.Yaw = VehicleLastSpeedRotation; // Get RPM value & update rotator f = wheeled_vehicle.EngineRPM / 100; //f = 35; f *= VehicleRPMScale[i]; f += VehicleRPMZeroPosition[i]; // Check if we should reset needles rotation if (VehicleNeedlesLastRenderTime < Level.TimeSeconds - 0.5) f = VehicleLastSpeedRotation; // Calculate modified rotation (to limit rotation speed) if (f < VehicleLastRPMRotation) VehicleLastRPMRotation = max(f, VehicleLastRPMRotation - (Level.TimeSeconds - VehicleNeedlesLastRenderTime) * VehicleNeedlesRotationSpeed); else VehicleLastRPMRotation = min(f, VehicleLastRPMRotation + (Level.TimeSeconds - VehicleNeedlesLastRenderTime) * VehicleNeedlesRotationSpeed); TexRotator(VehicleRPMNeedlesTextures[i]).Rotation.Yaw = VehicleLastRPMRotation; // Save last updated time VehicleNeedlesLastRenderTime = Level.TimeSeconds; // Update textures for needles VehicleSpeedIndicator.WidgetTexture = VehicleSpeedNeedlesTextures[i]; VehicleRPMIndicator.WidgetTexture = VehicleRPMNeedlesTextures[i]; // Draw needles DrawSpriteWidgetClipped(Canvas, VehicleSpeedIndicator, coords, true, XL, YL, false, true); DrawSpriteWidgetClipped(Canvas, VehicleRPMIndicator, coords, true, XL, YL, false, true); // Check if we should draw throttle if (ROPlayer(vehicle.Controller) != none && ( (ROPlayer(vehicle.Controller).bInterpolatedTankThrottle && threadCraft != none) || (ROPlayer(vehicle.Controller).bInterpolatedVehicleThrottle && threadCraft == none) )) { // Draw throttle background DrawSpriteWidgetClipped(Canvas, VehicleThrottleIndicatorBackground, coords, true, XL, YL, false, true); // Save YL for use later Y_one = YL; // Check which throttle variable we should use if (PlayerOwner != vehicle.Controller) { // Is spectator if (wheeled_vehicle.ThrottleRep <= 100) f = (wheeled_vehicle.ThrottleRep * -1.0) / 100.0; else f = float(wheeled_vehicle.ThrottleRep - 101) / 100.0; } else f = wheeled_vehicle.Throttle; // Figure which part to draw (top or bottom) depending if throttle is positive or negative, // updated the scale value and draw the widget if (f ~= 0) { } else if (f > 0) { VehicleThrottleIndicatorTop.Scale = VehicleThrottleTopZeroPosition + f * (VehicleThrottleTopMaxPosition - VehicleThrottleTopZeroPosition); DrawSpriteWidgetClipped(Canvas, VehicleThrottleIndicatorTop, coords, true, XL, YL, false, true); } else { VehicleThrottleIndicatorBottom.Scale = VehicleThrottleBottomZeroPosition - f * (VehicleThrottleBottomMaxPosition - VehicleThrottleBottomZeroPosition); DrawSpriteWidgetClipped(Canvas, VehicleThrottleIndicatorBottom, coords, true, XL, YL, false, true); } // Draw throttle foreground DrawSpriteWidgetClipped(Canvas, VehicleThrottleIndicatorForeground, coords, true, XL, YL, false, true); // Draw the lever thingy if (f ~= 0) { VehicleThrottleIndicatorLever.OffsetY = default.VehicleThrottleIndicatorLever.OffsetY - Y_one * VehicleThrottleTopZeroPosition; } else if (f > 0) { VehicleThrottleIndicatorLever.OffsetY = default.VehicleThrottleIndicatorLever.OffsetY - Y_one * VehicleThrottleIndicatorTop.scale; } else { VehicleThrottleIndicatorLever.OffsetY = default.VehicleThrottleIndicatorLever.OffsetY - Y_one * (1 - VehicleThrottleIndicatorBottom.Scale); } DrawSpriteWidgetClipped(Canvas, VehicleThrottleIndicatorLever, coords, true, XL, YL, true, true); // Shift passengers list farther to the right VehicleOccupantsText.PosX = VehicleGaugesOccupantsTextOffset; } else { // Shift passengers list farther to the right VehicleOccupantsText.PosX = VehicleGaugesNoThrottleOccupantsTextOffset; } // hax to get proper x offset on non-4:3 screens VehicleOccupantsText.PosX *= Canvas.ClipY / Canvas.ClipX * 4 / 3; } } // Draw occupant dots for (i = 0; i < vehicle.VehicleHudOccupantsX.Length; i++) { if (vehicle.VehicleHudOccupantsX[i] ~= 0) continue; if (i == 0) { // Draw driver if (passenger == none) // we're the driver VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsPlayerColor; else if (vehicle.Driver != none) VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsOccupiedColor; else VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsVacantColor; VehicleOccupants.PosX = vehicle.VehicleHudOccupantsX[0]; VehicleOccupants.PosY = vehicle.VehicleHudOccupantsY[0]; DrawSpriteWidgetClipped(Canvas, VehicleOccupants, coords, true); } else { if (i - 1 >= vehicle.WeaponPawns.Length) { warn("VehicleHudOccupantsX[" $ i $ "] causes out-of-bounds access in vehicle.WeaponPawns[] (lenght is " $ vehicle.WeaponPawns.Length $ ")"); continue; } else if (vehicle.WeaponPawns[i-1] == passenger && passenger != none) VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsPlayerColor; else if (vehicle.WeaponPawns[i-1].PlayerReplicationInfo != none) { if (passenger != none && passenger.PlayerReplicationInfo != none && vehicle.WeaponPawns[i-1].PlayerReplicationInfo == passenger.PlayerReplicationInfo) { VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsPlayerColor; } else VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsOccupiedColor; } else VehicleOccupants.Tints[TeamIndex] = VehiclePositionIsVacantColor; // Check to make sure replicated array index doesn'T cause out of bounds access current = vehicle.WeaponPawns[i-1].PositionInArray; if (current >= vehicle.VehicleHudOccupantsX.Length - 1 || current < 0) { warn("vehicle.WeaponPawns[" $ (i-1) $ "].PositionInArray "$current$" causes out-of-bounds access in vehicle.VehicleHudOccupantsX[] (lenght is " $ vehicle.VehicleHudOccupantsX.Length $ ")"); } else { VehicleOccupants.PosX = vehicle.VehicleHudOccupantsX[current + 1]; VehicleOccupants.PosY = vehicle.VehicleHudOccupantsY[current + 1]; DrawSpriteWidgetClipped(Canvas, VehicleOccupants, coords, true); } } } ////////////////////////////////////// // Draw passenger names ////////////////////////////////////// // Get self's PRI if (passenger != none) PRI = passenger.PlayerReplicationInfo; else PRI = vehicle.PlayerReplicationInfo; // Clear lines array lines.length = 0; // Shift text up some more if we're the driver and we're displaying capture bar if (bDrawingCaptureBar && vehicle.PlayerReplicationInfo == PRI) modifiedVehicleOccupantsTextYOffset -= 0.12 * Canvas.SizeY * myScale; // Driver's name if (vehicle.PlayerReplicationInfo != none) if (vehicle.PlayerReplicationInfo != PRI) // don't draw our own name! lines[lines.length] = class'ROVehicleWeaponPawn'.default.DriverHudName $ ": " $ vehicle.PlayerReplicationInfo.PlayerName; // Passengers' names for (i = 0; i < vehicle.WeaponPawns.Length; i++) { wpawn = ROVehicleWeaponPawn(vehicle.WeaponPawns[i]); if (wpawn != none && wpawn.PlayerReplicationInfo != none) if (wpawn.PlayerReplicationInfo != PRI) // don't draw our own name! lines[lines.length] = wpawn.HudName $ ": " $ wpawn.PlayerReplicationInfo.PlayerName; } // Draw the lines if (lines.Length > 0) { VehicleOccupantsText.OffsetY = default.VehicleOccupantsText.OffsetY * myScale; VehicleOccupantsText.OffsetY += modifiedVehicleOccupantsTextYOffset; Canvas.Font = GetSmallMenuFont(Canvas); for (i = lines.Length - 1; i >= 0 ; i--) { VehicleOccupantsText.text = lines[i]; DrawTextWidgetClipped(Canvas, VehicleOccupantsText, coords2, XL, YL, Y_one); VehicleOccupantsText.OffsetY -= YL; } } } // test0r! /*exec function testHint(string text) { ShowHint("My Test Title", text); } exec function testHint2() { ShowHint("Welcome", "Welcome to Red Orchestra!||These hint messages will show up periodically in the game to help you survive. They can be disabled from the HUD tab in the configuration menu. (You can open that menu by hitting %SHOWMENU%)"); } exec function testHint3() { ShowHint("Leaning", "Press %LeanRight% or %LeanLeft% to lean around corners.||Leaning lets you peak around corners without showing as large a target as you would by simply walking around that corner."); } exec function testHint4() { ShowHint("Weak Points", "Every tank has its weak points. Try targetting the driver's window or the turret/body seam."); }*/ simulated function FadeToBlack(float fadeTime, optional bool bInvertFadeDirection) { FadeToBlackTime = fadeTime; FadeToBlackStartTime = Level.TimeSeconds; bFadeToBlackInvert = bInvertFadeDirection; bFadeToBlack = true; } simulated function DrawFadeToBlack(Canvas Canvas) { local float alpha; if (FadeToBlackTime ~= 0) alpha = 0.0; else alpha = (FadeToBlackTime - Level.TimeSeconds + FadeToBlackStartTime) / FadeToBlackTime; if (alpha <= 0) alpha = 0.0; else if (alpha > 1) alpha = 1.0; if (!bFadeToBlackInvert) alpha = 1.0 - alpha; if (alpha ~= 0) { bFadeToBlack = false; return; } Canvas.SetPos(0, 0); Canvas.Style = ERenderStyle.STY_Alpha; Canvas.DrawColor = BlackColor; Canvas.DrawColor.A = alpha * 255; Canvas.DrawTile(Texture'Engine.WhiteTexture', Canvas.ClipX, Canvas.ClipY, 0, 0, 4, 4); } /* exec function testFade1() { FadeToBlack(4.0); } exec function testFade2() { FadeToBlack(4.0, true); } exec function testFade3() { FadeToBlack(0, true); }*/ simulated function DrawLCDPlayerStatus(Canvas C, GUIController GC) { local int row,x,xl,yl; local int Amount; local string WName; local weapon w; local string s; local int PawnHealth, Enginehealth; local ROPawn ROP; local ROGameReplicationInfo GRI; local float RoundTime, RespawnTime; local ROVehicle ROV; local ROVehicleWeaponPawn ROVWP; GC.LCDCls(); if( PawnOwner == none ) { GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); if (GRI != None) { if(PlayerOwner.IsInState('Dead') || PlayerOwner.IsInState('DeadSpectating') ) { GC.LCDDrawText("Dead",0,10*row, GC.LCDMedFont); } else { GC.LCDDrawText("Waiting To Spawn",0,10*row, GC.LCDMedFont); } row++; GC.LCDDrawTile(Texture'engine.WhiteSquareTexture',0,16*row,160,1,0,0,1,1); // Update round timer if (!GRI.bMatchHasBegun) RoundTime = GRI.RoundStartTime + GRI.PreStartTime - GRI.ElapsedTime; else RoundTime = GRI.RoundStartTime + GRI.RoundDuration - GRI.ElapsedTime; S = default.TimeRemainingText $ GetTimeString(RoundTime); GC.LCDDrawText(s,0,20*row, GC.LCDTinyFont); row++; if (GRI.bMatchHasBegun && ROPlayer(PlayerOwner) != None && ROPlayer(PlayerOwner).CanRestartPlayer() && PlayerOwner.PlayerReplicationInfo.Team != none && GRI.bReinforcementsComing[PlayerOwner.PlayerReplicationInfo.Team.TeamIndex] == 1) { RespawnTime = GRI.LastReinforcementTime[PlayerOwner.PlayerReplicationInfo.Team.TeamIndex] + GRI.ReinforcementInterval[PlayerOwner.PlayerReplicationInfo.Team.TeamIndex] - GRI.ElapsedTime; S = default.ReinforcementText $ GetTimeString(RespawnTime); GC.LCDDrawText(s,0,15*row, GC.LCDTinyFont); row++; } } } else { ROP = ROPawn(PawnOwner); ROV = ROVehicle(PawnOwner); ROVWP = ROVehicleWeaponPawn(PawnOwner); w = PawnOwner.Weapon; if (W!=none) { Amount = w.GetHudAmmoCount(); WName = w.ItemName; } // Draw health info if( ROP != none ) { PawnHealth = int((float(PawnOwner.Health)/float(PawnOwner.Default.Health))*100); if( PawnHealth == 100 ) { s = "No Injuries"; } else if( PawnHealth < 25 ) { s = "Near Death"; } else if( PawnHealth < 50 ) { s = "Seriously Injured"; } else if( PawnHealth < 100 ) { s = "Injured"; } GC.LCDDrawText("Health: "$s,0,10*row, GC.LCDTinyFont); row++; } else if ( Vehicle(PawnOwner) != none ) { if( ROVWP != none ) { PawnHealth = int((float(ROVWP.VehicleBase.Health)/float(ROVWP.VehicleBase.Default.Health))*100); Enginehealth = int((float(ROVWP.VehicleBase.EngineHealth)/float(ROVWP.VehicleBase.Default.EngineHealth))*100); } else { PawnHealth = int((float(PawnOwner.Health)/float(PawnOwner.Default.Health))*100); Enginehealth = int((float(ROVehicle(PawnOwner).EngineHealth)/float(ROVehicle(PawnOwner).Default.EngineHealth))*100); } if( PawnHealth == 100 ) { s = "No Damage"; } else if( PawnHealth < 25 ) { s = "Failure Imminent"; } else if( PawnHealth < 50 ) { s = "Heavy Damage"; } else if( PawnHealth < 100 ) { s = "Damaged"; } GC.LCDDrawText("Vehicle: "$s,0,10*row, GC.LCDTinyFont); row++; if( Enginehealth == 100 ) { s = "No Damage"; } else if( Enginehealth < 25 ) { s = "Failure Imminent"; } else if( Enginehealth < 50 ) { s = "Heavy Damage"; } else if( Enginehealth < 100 ) { s = "Damaged"; } GC.LCDDrawText("Engine : "$s,0,10*row, GC.LCDTinyFont); row++; if( ROVWP != none ) { if( ROVWP.Gun.ProjectileClass != none ) { if( ROTankCannon(ROVWP.Gun) != none) { GC.LCDDrawText("Primary Ammo Count : "$ROVWP.Gun.PrimaryAmmoCount(),0,10*row, GC.LCDTinyFont); } else { GC.LCDDrawText("Primary Ammo Count : "$ROVehicleWeapon(ROVWP.Gun).getNumMags(),0,10*row, GC.LCDTinyFont); } row++; } if( ROVWP.Gun.AltFireProjectileClass != none ) { GC.LCDDrawText("Secondary Ammo Count : "$ROVehicleWeapon(ROVWP.Gun).getNumMags(),0,10*row, GC.LCDTinyFont); row++; } } } if(ROP != none) { // Stamina GC.LCDDrawText("Stamina: ",X,10*row, GC.LCDTinyFont); s = int((ROP.Stamina/ROP.Default.Stamina)*100)@"%"; GC.LCDStrLen(s,GC.LCDTinyFont,xl,yl); GC.LCDDrawText(s,100-5-xl,10*row,GC.LCDTinyFont); row++; // Weapon info if(W != none) { if(WName != "") { GC.LCDDrawText(WName,0,10*row, GC.LCDTinyFont); row++; if(!w.IsA('BinocularsItem')) { if( w.IsA('MG42Weapon' ) ) { s = "MG Belts: "@Amount; } else if( w.IsA('MG34Weapon' ) ) { s = "MG Drums: "@Amount; } else { s = w.FireModeClass[0].default.AmmoClass.default.ItemName$": "@Amount; } GC.LCDDrawText(s,0,10*row,GC.LCDTinyFont); row++; } } } } } GC.LCDRepaint(); } // Draw objective information on the G15 LCD simulated function DrawLCDObjectives(Canvas C, GUIController GC) { local ROGameReplicationInfo GRI; local int i, objCount, row; local string s; local bool bHasSecondaryObjectives; GRI = ROGameReplicationInfo(PlayerOwner.GameReplicationInfo); // Draw objective texts objCount = 1; GC.LCDCls(); // See if there are any secondary objectives for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || !GRI.Objectives[i].bActive ) continue; if( !GRI.Objectives[i].bRequired ) { bHasSecondaryObjectives=true; break; } } if( LCDPage == 0 || !bHasSecondaryObjectives ) { GC.LCDDrawText(MapRequiredObjectivesTitle.text$" Status:",0,0, GC.LCDTinyFont); row++; for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || !GRI.Objectives[i].bActive || !GRI.Objectives[i].bRequired) continue; if (GRI.Objectives[i].ObjState == OBJ_Allies) { if (GRI.Objectives[i].CompressedCapProgress != 0 && GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { s = objCount $ "." $ "Allies"$"-" $ "Under Attack" ; } else { s = objCount $ "." $ "Allies"$"-" $ "Captured" ; } } else if (GRI.Objectives[i].ObjState == OBJ_Axis) { if (GRI.Objectives[i].CompressedCapProgress != 0 && GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { s = objCount $ "." $ "Axis"$"-" $ "Under Attack" ; } else { s = objCount $ "." $ "Axis"$"-" $ "Captured" ; } } else { if (GRI.Objectives[i].CompressedCapProgress != 0 ) { if(GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { if (GRI.Objectives[i].CurrentCapTeam == ALLIES_TEAM_INDEX) s = objCount $ "." $ "Neutral"$"-" $ "Allies Attacking"; else s = objCount $ "." $ "Neutral"$"-" $ "Axis Attacking"; } else { s = objCount $ "." $ "Neutral"$"-" $ "Under Attack"; } } else { s = objCount $ "." $ "Neutral"; } } GC.LCDDrawText(s,0,8*row + 2, GC.LCDTinyFont); row++; objCount++; } } if( LCDPage == 1 && bHasSecondaryObjectives ) { GC.LCDDrawText(MapSecondaryObjectivesTitle.text$" Status:",0,0, GC.LCDTinyFont); row++; for (i = 0; i < ArrayCount(GRI.Objectives); i++) { if (GRI.Objectives[i] == none || !GRI.Objectives[i].bActive || GRI.Objectives[i].bRequired) continue; if (GRI.Objectives[i].ObjState == OBJ_Allies) { if (GRI.Objectives[i].CompressedCapProgress != 0 && GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { s = objCount $ "." $ "Allies"$"-" $ "Under Attack" ; } else { s = objCount $ "." $ "Allies"$"-" $ "Captured" ; } } else if (GRI.Objectives[i].ObjState == OBJ_Axis) { if (GRI.Objectives[i].CompressedCapProgress != 0 && GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { s = objCount $ "." $ "Axis"$"-" $ "Under Attack" ; } else { s = objCount $ "." $ "Axis"$"-" $ "Captured" ; } } else { if (GRI.Objectives[i].CompressedCapProgress != 0 ) { if(GRI.Objectives[i].CurrentCapTeam != NEUTRAL_TEAM_INDEX) { if (GRI.Objectives[i].CurrentCapTeam == ALLIES_TEAM_INDEX) s = objCount $ "." $ "Neutral"$"-" $ "Allies Attacking"; else s = objCount $ "." $ "Neutral"$"-" $ "Axis Attacking"; } else { s = objCount $ "." $ "Neutral"$"-" $ "Under Attack"; } } else { s = objCount $ "." $ "Neutral"; } } GC.LCDDrawText(s,0,8*row, GC.LCDTinyFont); row++; objCount++; } } GC.LCDRepaint(); } simulated function string GetScoreTitle() { return "Points"; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { bShowCompass=True bShowMapUpdatedText=True ReinforcementText="Reinforcements: " TimeRemainingText="Time Remaining: " IPText="IP: " TimeText="Time: " ViewingText="Viewing: " NoReinforcementsText="No reinforcements available" TeamMessagePrefix="*PLATOON* " ObjectivesText="OBJECTIVES" PlayersNeededText="Need: " SpectateInstructionText1="Press Fire to switch Viewpoint/Players" SpectateInstructionText2="Press Alt-Fire to switch Spectating Modes" SpectateInstructionText3="Press Ironsights to toggle First/Third Person View" SpectateInstructionText4="Press Jump to return to viewing yourself" NeedAmmoText="Needs ammo" CanResupplyText="Press %THROWMGAMMO% to resupply" OpenMapText="%SHOWOBJECTIVES% to open" SituationMapInstructionsText="Press %SHOWOBJECTIVES% to Close/Open Situation Map" SpacingText=" " MapCoordTextX(0)="1" MapCoordTextX(1)="2" MapCoordTextX(2)="3" MapCoordTextX(3)="4" MapCoordTextX(4)="5" MapCoordTextX(5)="6" MapCoordTextX(6)="7" MapCoordTextX(7)="8" MapCoordTextX(8)="9" MapCoordTextY(0)="A" MapCoordTextY(1)="B" MapCoordTextY(2)="C" MapCoordTextY(3)="D" MapCoordTextY(4)="E" MapCoordTextY(5)="F" MapCoordTextY(6)="G" MapCoordTextY(7)="H" MapCoordTextY(8)="I" LegendAxisObjectiveText="Axis-controlled obj." LegendAlliesObjectiveText="Allies-controlled obj." LegendNeutralObjectiveText="Neutral objective" LegendArtilleryRadioText="Artillery radio" LegendResupplyAreaText="Resupply area" LegendRallyPointText="Rally point" LegendSavedArtilleryText="Saved artillery coords." LegendOrderTargetText="Ordered target obj." LegendArtyStrikeText="Artillery strike" LegendHelpRequestText="Help requested at obj." LegendDestroyableItemText="Destroyable target" LegendDestroyedItemText="Destroyed target" LegendMGResupplyText="MG requesting resupply" LegendVehResupplyAreaText="Vehicle resupply area" LegendATGunText="Anti Tank Gun" SmallFontArrayNames(0)="ROFontsTwo.ROArial24DS" SmallFontArrayNames(1)="ROFontsTwo.ROArial24DS" SmallFontArrayNames(2)="ROFontsTwo.ROArial22DS" SmallFontArrayNames(3)="ROFontsTwo.ROArial22DS" SmallFontArrayNames(4)="ROFontsTwo.ROArial18DS" SmallFontArrayNames(5)="ROFontsTwo.ROArial14DS" SmallFontArrayNames(6)="ROFontsTwo.ROArial12DS" SmallFontArrayNames(7)="ROFontsTwo.ROArial9DS" SmallFontArrayNames(8)="ROFontsTwo.ROArial7DS" MenuFontArrayNames(0)="ROFonts.ROBtsrmVr18" MenuFontArrayNames(1)="ROFonts.ROBtsrmVr14" MenuFontArrayNames(2)="ROFonts.ROBtsrmVr12" MenuFontArrayNames(3)="ROFonts.ROBtsrmVr9" MenuFontArrayNames(4)="ROFonts.ROBtsrmVr7" CriticalMsgFontArrayNames(0)="ROFonts.ROArial28" CriticalMsgFontArrayNames(1)="ROFonts.ROArial26" CriticalMsgFontArrayNames(2)="ROFonts.ROArial24" CriticalMsgFontArrayNames(3)="ROFonts.ROArial22" CriticalMsgFontArrayNames(4)="ROFonts.ROArial18" CriticalMsgFontArrayNames(5)="ROFonts.ROArial16" CriticalMsgFontArrayNames(6)="ROFonts.ROArial14" CriticalMsgFontArrayNames(7)="ROFonts.ROArial12" CriticalMsgFontArrayNames(8)="ROFonts.ROArial9" SideColors(0)=(B=128,G=128,R=64,A=255) SideColors(1)=(B=64,G=64,R=192,A=255) Digits=(DigitTexture=Texture'InterfaceArt_tex.HUD.numbers',TextureCoords[0]=(X1=15,X2=47,Y2=63),TextureCoords[1]=(X1=79,X2=111,Y2=63),TextureCoords[2]=(X1=143,X2=175,Y2=63),TextureCoords[3]=(X1=207,X2=239,Y2=63),TextureCoords[4]=(X1=15,Y1=64,X2=47,Y2=127),TextureCoords[5]=(X1=79,Y1=64,X2=111,Y2=127),TextureCoords[6]=(X1=143,Y1=64,X2=175,Y2=127),TextureCoords[7]=(X1=207,Y1=64,X2=239,Y2=127),TextureCoords[8]=(X1=15,Y1=128,X2=47,Y2=191),TextureCoords[9]=(X1=79,Y1=128,X2=111,Y2=191),TextureCoords[10]=(X1=143,Y1=128,X2=175,Y2=191)) HealthFigure=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=255),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=8,OffsetY=-8,ScaleMode=SM_Up,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) HealthFigureBackground=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=255),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=8,OffsetY=-8,ScaleMode=SM_Up,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) HealthFigureStamina=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=255),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=8,OffsetY=-8,ScaleMode=SM_Up,Scale=1.000000,Tints[0]=(R=255,A=255),Tints[1]=(R=255,A=255)) StanceIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=127),TextureScale=0.250000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=155,OffsetY=-15,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)) AmmoCount=(RenderStyle=STY_Alpha,MinDigitCount=1,TextureScale=0.250000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=440,OffsetY=-55,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) AmmoIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=127),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=240,OffsetY=-7,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)) AutoFireIcon=(WidgetTexture=Texture'InterfaceArt2_tex.HUD.firemode_auto',RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=31),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=275,OffsetY=-140,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)) SemiFireIcon=(WidgetTexture=Texture'InterfaceArt2_tex.HUD.firemode_semi',RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=31),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosY=1.000000,OffsetX=275,OffsetY=-140,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)) MGDeployIcon=(WidgetTexture=Texture'InterfaceArt_tex.HUD.MGDeploy',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-144,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)) ResupplyZoneNormalPlayerIcon=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=192,Y1=192,X2=255,Y2=255),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-200,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=128,G=128,R=255,A=128),Tints[1]=(B=128,G=128,R=255,A=128)) ResupplyZoneNormalVehicleIcon=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=128,Y1=64,X2=191,Y2=127),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-144,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=128,G=128,R=255,A=128),Tints[1]=(B=128,G=128,R=255,A=128)) ResupplyZoneResupplyingPlayerIcon=(WidgetTexture=FinalBlend'InterfaceArt_tex.OverheadMap.overheadmap_icons_fast_flash',RenderStyle=STY_Alpha,TextureCoords=(X1=192,Y1=192,X2=255,Y2=255),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-200,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)) ResupplyZoneResupplyingVehicleIcon=(WidgetTexture=FinalBlend'InterfaceArt_tex.OverheadMap.overheadmap_icons_fast_flash',RenderStyle=STY_Alpha,TextureCoords=(X1=128,Y1=64,X2=191,Y2=127),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-144,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)) WeaponCanRestIcon=(WidgetTexture=Texture'InterfaceArt_tex.HUD.MGDeploy',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-144,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=100,G=100,R=100,A=255),Tints[1]=(B=100,G=100,R=100,A=255)) WeaponRestingIcon=(WidgetTexture=Texture'InterfaceArt_tex.HUD.MGDeploy',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.450000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-8,OffsetY=-144,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)) CompassBase=(WidgetTexture=Texture'InterfaceArt_tex.HUD.Compass2_main',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=255),TextureScale=0.150000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-3,OffsetY=3,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)) CompassNeedle=(WidgetTexture=TexRotator'InterfaceArt_tex.HUD.TexRotator0',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=255),TextureScale=0.155000,DrawPivot=DP_MiddleMiddle,PosX=1.000000,PosY=1.000000,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)) CompassIcons=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X2=31,Y2=31),TextureScale=0.030000,DrawPivot=DP_MiddleMiddle,PosX=1.000000,PosY=1.000000,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)) WeaponReloadingColor=(B=128,G=128,R=128,A=128) NationHealthFigures(0)=Texture'InterfaceArt_tex.HUD.ger_player' NationHealthFigures(1)=Texture'InterfaceArt_tex.HUD.rus_player' NationHealthFiguresBackground(0)=Texture'InterfaceArt_tex.HUD.ger_player_background' NationHealthFiguresBackground(1)=Texture'InterfaceArt_tex.HUD.rus_player_background' NationHealthFiguresStamina(0)=Texture'InterfaceArt_tex.HUD.ger_player_Stamina' NationHealthFiguresStamina(1)=Texture'InterfaceArt_tex.HUD.rus_player_Stamina' NationHealthFiguresStaminaCritical(0)=FinalBlend'InterfaceArt_tex.HUD.ger_player_Stamina_critical' NationHealthFiguresStaminaCritical(1)=FinalBlend'InterfaceArt_tex.HUD.rus_player_Stamina_critical' StanceStanding=Texture'InterfaceArt_tex.HUD.stance_stand' StanceCrouch=Texture'InterfaceArt_tex.HUD.stance_crouch' StanceProne=Texture'InterfaceArt_tex.HUD.stance_prone' PlayerArrowTexture=FinalBlend'InterfaceArt_tex.OverheadMap.arrowhead_final' ObituaryLifeSpan=8.000000 FadeTime=-1.000000 WhiteFlashTime=0.500000 MapUpdatedIcon=(WidgetTexture=Texture'InterfaceArt_tex.HUD.situation_map_icon',RenderStyle=STY_Alpha,TextureCoords=(X2=64,Y2=64),TextureScale=0.050000,DrawPivot=DP_LowerMiddle,PosX=0.850000,PosY=1.000000,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)) MapUpdatedText=(RenderStyle=STY_Alpha,DrawPivot=DP_LowerMiddle,PosX=0.850000,PosY=1.000000,WrapHeight=1.000000,OffsetY=-80,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) MapIconsFlash=FinalBlend'InterfaceArt_tex.OverheadMap.overheadmap_Icons_flashing' MapIconsFastFlash=FinalBlend'InterfaceArt_tex.OverheadMap.overheadmap_icons_fast_flash' MapIconsAltFlash=FinalBlend'InterfaceArt_tex.OverheadMap.overheadmap_icons_alt_flashing' MapIconsAltFastFlash=FinalBlend'InterfaceArt_tex.OverheadMap.overheadmap_icons_alt_fast_flash' MaxMapUpdatedIconDisplayTime=8.000000 AnimateMapCurrentPosition=1.000000 AnimateMapSpeed=0.300000 MapBackground=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_background',RenderStyle=STY_Alpha,TextureCoords=(X2=1023,Y2=1023),TextureScale=1.000000,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=128,G=128,R=128,A=255),Tints[1]=(B=128,G=128,R=128,A=255)) MapLegendImageCoords=(X=0.040000,Y=0.070000,XL=0.555000,YL=0.705000) MapLevelImage=(RenderStyle=STY_Alpha,TextureCoords=(X2=511,Y2=511),TextureScale=1.000000,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)) MapTexts=(RenderStyle=STY_Alpha,DrawPivot=DP_UpperMiddle,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) MapPlayerIcon=(WidgetTexture=FinalBlend'InterfaceArt_tex.OverheadMap.arrowhead_final',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=255),Tints[1]=(B=255,A=255)) MapCoordTextXWidget=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleLeft,PosY=-0.022000,WrapWidth=0.100000,WrapHeight=1.000000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=128),Tints[1]=(B=255,G=255,R=255,A=128)) MapCoordTextYWidget=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleLeft,PosX=-0.035000,WrapWidth=0.100000,WrapHeight=1.000000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=128),Tints[1]=(B=255,G=255,R=255,A=128)) MapIconTeam(0)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=192,X2=255,Y2=63),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconTeam(1)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=128,X2=191,Y2=63),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconDispute(0)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=128,Y1=192,X2=191,Y2=255),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconDispute(1)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(Y1=192,X2=63,Y2=255),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconNeutral=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=64,X2=127,Y2=63),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconRadio=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=64,Y1=192,X2=127,Y2=255),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconRally(0)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=64,Y1=128,X2=127,Y2=191),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconRally(1)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(Y1=128,X2=63,Y2=191),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconResupply=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=192,Y1=192,X2=255,Y2=255),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconVehicleResupply=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=128,Y1=64,X2=191,Y2=127),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconHelpRequest=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=192,Y1=64,X2=255,Y2=127),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconMGResupplyRequest(0)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=192,Y1=128,X2=255,Y2=191),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconMGResupplyRequest(1)=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=128,Y1=128,X2=191,Y2=191),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconAttackDefendRequest=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconArtyStrike=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(Y1=64,X2=63,Y2=127),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,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)) MapIconDestroyableItem=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=64,Y1=64,X2=127,Y2=127),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=255),Tints[1]=(R=255,A=255)) MapIconDestroyedItem=(WidgetTexture=Texture'InterfaceArt_tex.OverheadMap.overheadmap_Icons',RenderStyle=STY_Alpha,TextureCoords=(X1=64,Y1=64,X2=127,Y2=127),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=128,G=128,R=128,A=128),Tints[1]=(B=128,G=128,R=128,A=128)) MapIconATGun=(WidgetTexture=Texture'InterfaceArt2_tex.overheadmaps.overheadmap_IconsB',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.050000,DrawPivot=DP_MiddleMiddle,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=255),Tints[1]=(R=255,A=255)) MapTimerTitle=(Text="Time Remaining",RenderStyle=STY_Alpha,DrawPivot=DP_MiddleMiddle,PosX=0.810000,PosY=0.055000,WrapHeight=1.000000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapTimerTexts(0)=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleMiddle,PosX=0.748000,PosY=0.115000,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapTimerTexts(1)=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleMiddle,PosX=0.785000,PosY=0.115000,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapTimerTexts(2)=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleMiddle,PosX=0.832000,PosY=0.115000,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapTimerTexts(3)=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleMiddle,PosX=0.870000,PosY=0.115000,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapLegendCoords=(X=0.015000,Y=0.850000,XL=0.970000,YL=0.110000) MapLegend=(WidgetTexture=Texture'Engine.WhiteSquareTexture',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=1.000000,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=64),Tints[1]=(B=255,G=255,R=255,A=64)) MapLegendIcons=(RenderStyle=STY_Alpha,TextureCoords=(X2=31,Y2=31),TextureScale=0.300000,DrawPivot=DP_MiddleLeft,PosX=0.050000,PosY=0.100000,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)) MapLegendTitle=(Text="Legend",RenderStyle=STY_Alpha,DrawPivot=DP_MiddleLeft,PosX=0.007000,PosY=0.150000,WrapWidth=0.900000,WrapHeight=0.100000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapLegendTexts=(RenderStyle=STY_Alpha,DrawPivot=DP_MiddleLeft,PosX=0.150000,PosY=0.100000,WrapWidth=0.800000,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapObjectivesCoords=(X=0.640000,Y=0.165000,XL=0.345000,YL=0.640000) MapObjectivesTitle=(Text="Objectives",RenderStyle=STY_Alpha,DrawPivot=DP_MiddleLeft,PosX=0.025000,PosY=0.026000,WrapWidth=0.500000,WrapHeight=0.100000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapRequiredObjectivesTitle=(Text="Required Objectives",RenderStyle=STY_Alpha,DrawPivot=DP_MiddleLeft,PosX=0.025000,PosY=0.026000,WrapWidth=0.500000,WrapHeight=0.100000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapSecondaryObjectivesTitle=(Text="Secondary Objectives",RenderStyle=STY_Alpha,PosX=0.025000,PosY=0.026000,WrapWidth=0.900000,WrapHeight=1.000000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) MapObjectivesTexts=(RenderStyle=STY_Alpha,PosX=0.050000,PosY=0.100000,WrapWidth=0.900000,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) PortraitIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.060000,DrawPivot=DP_MiddleLeft,PosY=0.500000,OffsetX=80,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)) PortraitText(0)=(RenderStyle=STY_Alpha,DrawPivot=DP_LowerLeft,PosY=0.500000,OffsetX=8,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) PortraitText(1)=(RenderStyle=STY_Alpha,PosY=0.500000,OffsetX=8,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) NeedleRotator=TexRotator'InterfaceArt_tex.HUD.Needle_rot' VoiceMeterBackground=Texture'InterfaceArt_tex.HUD.VUMeter' VoiceMeterX=0.725000 VoiceMeterY=1.000000 VoiceMeterSize=100.000000 compassStabilizationConstant=2.000000 compassIconsFadeSpeed=0.150000 compassIconsRefreshSpeed=0.700000 compassIconsPositionRadius=0.800000 locationHitAxisImages(0)=Texture'InterfaceArt_tex.Player_hits.ger_hit_head' locationHitAxisImages(1)=Texture'InterfaceArt_tex.Player_hits.ger_hit_torso' locationHitAxisImages(2)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Pelvis' locationHitAxisImages(3)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Lupperleg' locationHitAxisImages(4)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Rupperleg' locationHitAxisImages(5)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Lupperarm' locationHitAxisImages(6)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Rupperarm' locationHitAxisImages(7)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Llowerleg' locationHitAxisImages(8)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Rlowerleg' locationHitAxisImages(9)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Llowerarm' locationHitAxisImages(10)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Rlowerarm' locationHitAxisImages(11)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Lhand' locationHitAxisImages(12)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Rhand' locationHitAxisImages(13)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Lfoot' locationHitAxisImages(14)=Texture'InterfaceArt_tex.Player_hits.ger_hit_Rfoot' locationHitAlliesImages(0)=Texture'InterfaceArt_tex.Player_hits.rus_hit_head' locationHitAlliesImages(1)=Texture'InterfaceArt_tex.Player_hits.rus_hit_torso' locationHitAlliesImages(2)=Texture'InterfaceArt_tex.Player_hits.rus_hit_pelvis' locationHitAlliesImages(3)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Lupperleg' locationHitAlliesImages(4)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Rupperleg' locationHitAlliesImages(5)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Lupperarm' locationHitAlliesImages(6)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Rupperarm' locationHitAlliesImages(7)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Llowerleg' locationHitAlliesImages(8)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Rlowerleg' locationHitAlliesImages(9)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Llowerarm' locationHitAlliesImages(10)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Rlowerarm' locationHitAlliesImages(11)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Lhand' locationHitAlliesImages(12)=Texture'InterfaceArt_tex.Player_hits.rus_hit_Rhand' locationHitAlliesImages(13)=Texture'InterfaceArt_tex.Player_hits.rus_hit_LFoot' locationHitAlliesImages(14)=Texture'InterfaceArt_tex.Player_hits.rus_hit_RFoot' MouseInterfaceIcon=(WidgetTexture=Texture'InterfaceArt_tex.Cursors.Pointer',RenderStyle=STY_Alpha,TextureCoords=(X2=31,Y2=31),TextureScale=1.000000,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)) VehicleIconCoords=(Y=1.000000,YL=0.200000) VehicleIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=255),TextureScale=1.000000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,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)) VehicleIconAlt=(RenderStyle=STY_Alpha,TextureCoords=(X2=511,Y2=511),TextureScale=2.000000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,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)) VehicleThreads(0)=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.tread_left',RenderStyle=STY_Alpha,TextureCoords=(X1=23,Y1=2,X2=37,Y2=125),TextureScale=1.000000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=128),Tints[1]=(R=255,A=128)) VehicleThreads(1)=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.tread_left',RenderStyle=STY_Alpha,TextureCoords=(X1=25,Y1=2,X2=40,Y2=125),TextureScale=1.000000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=128),Tints[1]=(R=255,A=128)) VehicleEngine=(RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.220000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(R=255,A=255),Tints[1]=(R=255,A=255)) vehicleOccupants=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.RedDot',RenderStyle=STY_Alpha,TextureCoords=(X2=31,Y2=31),TextureScale=0.120000,DrawPivot=DP_MiddleMiddle,PosX=0.500000,PosY=0.500000,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)) VehicleOccupantsText=(RenderStyle=STY_Alpha,DrawPivot=DP_LowerLeft,PosX=0.150000,PosY=1.000000,WrapHeight=1.000000,OffsetX=8,OffsetY=-4,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleNormalColor=(B=255,G=255,R=255,A=255) VehicleDamagedColor=(G=222,R=255,A=255) VehicleCriticalColor=(R=154,A=255) VehiclePositionIsPlayerColor=(R=255,A=255) VehiclePositionIsOccupiedColor=(R=255,A=128) VehiclePositionIsVacantColor=(A=128) VehicleEngineDamagedTexture=Texture'InterfaceArt_tex.Tank_Hud.engine_hud' VehicleEngineCriticalTexture=FinalBlend'InterfaceArt_tex.Tank_Hud.engine_hud_final' VehicleAmmoIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=255),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosX=0.150000,PosY=1.000000,OffsetY=-8,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)) VehicleAmmoReloadIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=255),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosX=0.150000,PosY=1.000000,OffsetY=-8,ScaleMode=SM_Up,Scale=0.750000,Tints[0]=(R=255,A=128),Tints[1]=(R=255,A=128)) VehicleAmmoAmount=(RenderStyle=STY_Alpha,MinDigitCount=1,TextureScale=0.250000,DrawPivot=DP_LowerLeft,PosX=0.150000,PosY=1.000000,OffsetX=135,OffsetY=-130,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleAmmoTypeText=(RenderStyle=STY_Alpha,DrawPivot=DP_LowerLeft,PosX=0.190000,PosY=1.000000,WrapHeight=1.000000,OffsetX=8,OffsetY=-4,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleOccupantsTextOffset=0.242000 VehicleAltAmmoIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=127),TextureScale=0.200000,DrawPivot=DP_LowerLeft,PosX=0.250000,PosY=1.000000,OffsetY=-8,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)) VehicleAltAmmoAmount=(RenderStyle=STY_Alpha,MinDigitCount=1,TextureScale=0.200000,DrawPivot=DP_LowerLeft,PosX=0.250000,PosY=1.000000,OffsetX=135,OffsetY=-40,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleAltAmmoOccupantsTextOffset=-35.000000 VehicleMGAmmoIcon=(RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=127),TextureScale=0.300000,DrawPivot=DP_LowerLeft,PosX=0.150000,PosY=1.000000,OffsetY=-8,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)) VehicleMGAmmoAmount=(RenderStyle=STY_Alpha,MinDigitCount=1,TextureScale=0.250000,DrawPivot=DP_LowerLeft,PosX=0.150000,PosY=1.000000,OffsetX=145,OffsetY=-60,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleRPMTextures(0)=Texture'InterfaceArt_tex.Tank_Hud.Ger_RPM' VehicleRPMTextures(1)=Texture'InterfaceArt_tex.Tank_Hud.Rus_RPM' VehicleRPMNeedlesTextures(0)=TexRotator'InterfaceArt_tex.Tank_Hud.Ger_needle_rpm_rot' VehicleRPMNeedlesTextures(1)=TexRotator'InterfaceArt_tex.Tank_Hud.Rus_needle_rpm_rot' VehicleSpeedTextures(0)=Texture'InterfaceArt_tex.Tank_Hud.Ger_Speedometer' VehicleSpeedTextures(1)=Texture'InterfaceArt_tex.Tank_Hud.Rus_Speedometer' VehicleSpeedNeedlesTextures(0)=TexRotator'InterfaceArt_tex.Tank_Hud.Ger_needle_rot' VehicleSpeedNeedlesTextures(1)=TexRotator'InterfaceArt_tex.Tank_Hud.Rus_needle_rot' VehicleSpeedIndicator=(RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=255),TextureScale=0.800000,DrawPivot=DP_LowerLeft,PosX=1.000000,PosY=1.000000,OffsetY=-4,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)) VehicleRPMIndicator=(RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=255),TextureScale=0.600000,DrawPivot=DP_LowerLeft,PosX=1.810000,PosY=1.000000,OffsetY=-7,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)) VehicleThrottleIndicatorTop=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.throttle_background2',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=255),TextureScale=0.600000,DrawPivot=DP_LowerMiddle,PosX=2.570000,PosY=1.000000,OffsetY=-7,ScaleMode=SM_Up,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleThrottleIndicatorBottom=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.throttle_background2_bottom',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=255),TextureScale=0.600000,DrawPivot=DP_LowerMiddle,PosX=2.570000,PosY=1.000000,OffsetY=-7,ScaleMode=SM_Down,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleThrottleIndicatorBackground=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.throttle_background',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=255),TextureScale=0.600000,DrawPivot=DP_LowerMiddle,PosX=2.570000,PosY=1.000000,OffsetY=-7,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) VehicleThrottleIndicatorForeground=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.throttle_main',RenderStyle=STY_Alpha,TextureCoords=(X2=127,Y2=255),TextureScale=0.600000,DrawPivot=DP_LowerMiddle,PosX=2.570000,PosY=1.000000,OffsetY=-7,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)) VehicleThrottleIndicatorLever=(WidgetTexture=Texture'InterfaceArt_tex.Tank_Hud.throttle_lever',RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.200000,DrawPivot=DP_MiddleRight,PosX=2.720000,PosY=1.000000,OffsetY=-7,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) VehicleRPMZeroPosition(0)=26000.000000 VehicleRPMZeroPosition(1)=26000.000000 VehicleRPMScale(0)=-1300.000000 VehicleRPMScale(1)=-1300.000000 VehicleSpeedZeroPosition(0)=-5500.000000 VehicleSpeedZeroPosition(1)=26000.000000 VehicleSpeedScale(0)=-545.000000 VehicleSpeedScale(1)=-430.000000 VehicleThrottleTopZeroPosition=0.310000 VehicleThrottleTopMaxPosition=0.890000 VehicleThrottleBottomZeroPosition=0.700000 VehicleThrottleBottomMaxPosition=0.880000 VehicleGaugesOccupantsTextOffset=0.400000 VehicleGaugesNoThrottleOccupantsTextOffset=0.360000 VehicleNeedlesRotationSpeed=30000.000000 CaptureBarBackground=(WidgetTexture=Texture'InterfaceArt_tex.HUD.capbar_filled',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=63),TextureScale=0.500000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,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)) CaptureBarOutline=(WidgetTexture=Texture'InterfaceArt_tex.HUD.capbar_outline',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=63),TextureScale=0.500000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,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)) CaptureBarAttacker=(WidgetTexture=Texture'InterfaceArt_tex.HUD.capbar_bar',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=63),TextureScale=0.500000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,ScaleMode=SM_Right,Scale=0.450000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) CaptureBarDefender=(WidgetTexture=Texture'InterfaceArt_tex.HUD.capbar_bar',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=63),TextureScale=0.500000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,ScaleMode=SM_Left,Scale=0.550000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) CaptureBarAttackerRatio=(WidgetTexture=Texture'InterfaceArt_tex.HUD.capbar_bar2',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=63),TextureScale=0.500000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,ScaleMode=SM_Right,Scale=0.450000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) CaptureBarDefenderRatio=(WidgetTexture=Texture'InterfaceArt_tex.HUD.capbar_bar2',RenderStyle=STY_Alpha,TextureCoords=(X2=255,Y2=63),TextureScale=0.500000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,ScaleMode=SM_Left,Scale=0.550000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) CaptureBarIcons(0)=(RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.230000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,OffsetX=-216,OffsetY=-38,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)) CaptureBarIcons(1)=(RenderStyle=STY_Alpha,TextureCoords=(X2=63,Y2=63),TextureScale=0.230000,DrawPivot=DP_LowerMiddle,PosX=0.500000,PosY=0.980000,OffsetX=216,OffsetY=-38,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)) CaptureBarTeamIcons(0)=Texture'InterfaceArt_tex.HUD.ironcross' CaptureBarTeamIcons(1)=Texture'InterfaceArt_tex.HUD.russtar' CaptureBarTeamColors(0)=(A=255) CaptureBarTeamColors(1)=(R=255,A=255) HintFadeTime=0.500000 HintLifetime=12.000000 HintDesiredAspectRatio=10.000000 HintBackground=(WidgetTexture=Texture'InterfaceArt_tex.Menu.SectionHeader_captionbar',RenderStyle=STY_Alpha,DrawPivot=DP_MiddleMiddle,PosY=0.020000,ScaleMode=SM_Left,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=192),Tints[1]=(B=255,G=255,R=255,A=192)) HintTitleWidget=(RenderStyle=STY_Alpha,WrapHeight=1.000000,bDrawShadow=True,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) HintTextWidget=(RenderStyle=STY_Alpha,WrapHeight=1.000000,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255)) HintCoords=(X=0.980000,Y=0.030000,XL=-1.000000) ConsoleColor=(B=255,G=255,R=255) ConsoleMessagePosX=0.010000 ConsoleMessagePosY=0.800000 FontArrayNames(0)="ROFonts.ROBtsrmVr28" FontArrayNames(1)="ROFonts.ROBtsrmVr26" FontArrayNames(5)="ROFonts.ROBtsrmVr16" FontArrayNames(6)="ROFonts.ROBtsrmVr14" FontArrayNames(7)="ROFonts.ROBtsrmVr12" FontArrayNames(8)="ROFonts.ROBtsrmVr9" bBlockHitPointTraces=False } |
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