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