Add update 13 to this branch
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17 changed files with 254 additions and 667 deletions
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@ -3,7 +3,7 @@ class NiceScopedWeapon extends NiceWeapon
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#exec OBJ LOAD FILE=ScopeShaders.utx
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#exec OBJ LOAD FILE=..\Textures\NicePackT.utx
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#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
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#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
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#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
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var() Material ZoomMat;
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var() Sound ZoomSound;
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var() int lenseMaterialID; // used since material id's seem to change alot
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@ -18,31 +18,47 @@ var Shader ScopeScriptedShader; // The shader that combi
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var Material ScriptedTextureFallback; // The texture to render if the users system doesn't support shaders
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// new scope vars
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var Combiner ScriptedScopeCombiner;
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var texture TexturedScopeTexture;
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var Material TexturedScopeTexture;
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var bool bInitializedScope; // Set to true when the scope has been initialized
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var string ZoomMatRef;
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var string ScriptedTextureFallbackRef;
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var texture CrosshairTex;
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var Material CrosshairTex;
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var string CrosshairTexRef;
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static function Material PreloadUnknownMaterial(string reference) {
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local Material result;
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// Try to load as various types of materials
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result = FinalBlend(DynamicLoadObject(reference, class'FinalBlend', true));
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if(result != none) {
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return result;
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}
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result = Combiner(DynamicLoadObject(reference, class'Combiner', true));
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if(result != none) {
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return result;
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}
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result = Shader(DynamicLoadObject(reference, class'Shader', true));
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if(result != none) {
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return result;
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}
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result = Texture(DynamicLoadObject(reference, class'Texture', true));
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if(result != none) {
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return result;
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}
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result = Material(DynamicLoadObject(reference, class'Material'));
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return result;
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}
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static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount){
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local NiceScopedWeapon W;
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super.PreloadAssets(Inv, bSkipRefCount);
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if(default.ZoomMat == none && default.ZoomMatRef != ""){
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// Try to load as various types of materials
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default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true));
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if(default.ZoomMat == none)
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default.ZoomMat = Combiner(DynamicLoadObject(default.ZoomMatRef, class'Combiner', true));
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if(default.ZoomMat == none)
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default.ZoomMat = Shader(DynamicLoadObject(default.ZoomMatRef, class'Shader', true));
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if(default.ZoomMat == none)
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default.ZoomMat = Texture(DynamicLoadObject(default.ZoomMatRef, class'Texture', true));
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if(default.ZoomMat == none)
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default.ZoomMat = Material(DynamicLoadObject(default.ZoomMatRef, class'Material'));
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default.ZoomMat = PreloadUnknownMaterial(default.ZoomMatRef);
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}
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if(default.ScriptedTextureFallback == none && default.ScriptedTextureFallbackRef != "")
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default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture'));
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default.ScriptedTextureFallback = PreloadUnknownMaterial(default.ScriptedTextureFallbackRef);
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if(default.CrosshairTex == none && default.CrosshairTexRef != "")
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default.CrosshairTex = Texture(DynamicLoadObject(default.CrosshairTexRef, class'texture'));
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default.CrosshairTex = PreloadUnknownMaterial(default.CrosshairTexRef);
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W = NiceScopedWeapon(Inv);
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if(W != none){
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W.ZoomMat = default.ZoomMat;
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