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//============================================================================= // ROTab_Input //============================================================================= // The input config tab //============================================================================= // Red Orchestra Source // Copyright (C) 2005 Mathieu Mallet //============================================================================= class ROTab_Input extends UT2K4Tab_IForceSettings; event InitComponent(GUIController MyController, GUIComponent MyOwner) { super(Settings_Tabs).Initcomponent(MyController, MyOwner); RemoveComponent(ch_WeaponEffects); RemoveComponent(ch_PickupEffects); RemoveComponent(ch_DamageEffects); RemoveComponent(ch_GUIEffects); RemoveComponent(fl_DodgeTime); RemoveComponent(b_Controls); RemoveComponent(b_Speech); RemoveComponent(i_BG2); i_BG1.ManageComponent(ch_AutoSlope); i_BG1.ManageComponent(ch_InvertMouse); i_BG1.ManageComponent(ch_MouseSmoothing); i_BG1.ManageComponent(ch_MouseLag); i_BG1.ManageComponent(ch_Joystick); i_BG3.ManageComponent(fl_Sensitivity); i_BG3.ManageComponent(fl_MenuSensitivity); i_BG3.ManageComponent(fl_SmoothingStrength); i_BG3.ManageComponent(fl_MouseAccel); // Disable force feedback options on non-win32 platforms... --ryan. if ( (!PlatformIsWindows()) || (PlatformIs64Bit()) ) { ch_WeaponEffects.DisableMe(); ch_PickupEffects.DisableMe(); ch_DamageEffects.DisableMe(); ch_GUIEffects.DisableMe(); } } function InternalOnLoadINI(GUIComponent Sender, string s) { local PlayerController player; player = PlayerOwner(); switch (Sender) { case fl_Sensitivity: if (player != none) fSens = player.GetMouseSensitivity(); else fSens = class'PlayerInput'.default.MouseSensitivity; fl_Sensitivity.SetComponentValue(fSens,true); break; case fl_MouseAccel: if (player != none) fAccel = player.GetMouseAcceleration(); else fAccel = class'PlayerInput'.Default.MouseAccelThreshold; fl_MouseAccel.SetComponentValue(fAccel,true); break; case fl_SmoothingStrength: if (player != none) fSmoothing = player.GetMouseSmoothingStrength(); else fSmoothing = class'PlayerInput'.Default.MouseSmoothingStrength; fl_SmoothingStrength.SetComponentValue(fSmoothing,true); break; default: super.InternalOnLoadINI(Sender, s); } } defaultproperties { Begin Object Class=GUISectionBackground Name=InputBK1 Caption="Options" WinTop=0.250000 WinLeft=0.021641 WinWidth=0.381328 WinHeight=0.500000 OnPreDraw=InputBK1.InternalPreDraw End Object i_BG1=GUISectionBackground'ROInterface.ROTab_Input.InputBK1' Begin Object Class=GUISectionBackground Name=InputBK3 Caption="Fine Tuning" WinTop=0.300000 WinLeft=0.451289 WinWidth=0.527812 WinHeight=0.400000 OnPreDraw=InputBK3.InternalPreDraw End Object i_BG3=GUISectionBackground'ROInterface.ROTab_Input.InputBK3' } |
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