rott/kf_sources/XInterface/Classes/UT2LoadingWeapons.uc
2026-07-14 20:27:09 +07:00

77 lines
1.7 KiB
Ucode

class UT2LoadingWeapons extends UT2K3GUIPage;
var Tab_WeaponPref WeaponTab;
event Timer()
{
local int i;
local array<class<Weapon> > WeaponClass;
local array<string> WeaponDesc;
// Initialise weapon list. Sort based on current priority - highest priority first
Controller.GetWeaponList(WeaponClass, WeaponDesc);
for(i=0; i<WeaponClass.Length; i++)
{
WeaponTab.MyCurWeaponList.List.Add(WeaponClass[i].default.ItemName, WeaponClass[i], WeaponDesc[i]);
}
WeaponTab.MyCurWeaponList.List.SortList();
// Spawn spinny weapon actor
WeaponTab.SpinnyWeap = PlayerOwner().spawn(class'XInterface.SpinnyWeap');
WeaponTab.SpinnyWeap.SetRotation(PlayerOwner().Rotation);
WeaponTab.SpinnyWeap.SetStaticMesh(None);
// Start with first item on list selected
WeaponTab.MyCurWeaponList.List.SetIndex(0);
WeaponTab.UpdateCurrentWeapon();
WeaponTab.bWeapPrefInitialised = true;
WeaponTab = None;
Controller.CloseMenu();
}
function StartLoad(Tab_WeaponPref tab )
{
WeaponTab = tab;
// Give the menu a chance to render before doing anything...
SetTimer(0.15);
}
defaultproperties
{
Begin Object Class=GUIButton name=LoadWeapBackground
WinWidth=0.5
WinHeight=1.0
WinTop=0
WinLeft=0.25
bAcceptsInput=false
bNeverFocus=true
StyleName="SquareButton"
bBoundToParent=true
bScaleToParent=true
End Object
Controls(0)=LoadWeapBackground
Begin Object class=GUILabel Name=LoadWeapText
Caption="Loading Weapon Database"
TextALign=TXTA_Center
TextColor=(R=220,G=180,B=0,A=255)
TextFont="UT2HeaderFont"
WinWidth=1.000000
WinHeight=32.000000
WinLeft=0.000000
WinTop=0.471667
End Object
Controls(1)=LoadWeapText
WinLeft=0
WinTop=0.425
WinWidth=1
WinHeight=0.15
}