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@ -1,8 +1,10 @@
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class NiceInteraction extends Interaction
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dependson(NicePack)
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dependson(NiceAbilityManager);
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#exec OBJ LOAD FILE=KillingFloorHUD.utx
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#exec OBJ LOAD FILE=KillingFloor2HUD.utx
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var NicePack NicePackMutator;
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var Material bleedIcon, poisonIcon;
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var Texture greenBar, redBar;
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@ -13,6 +15,16 @@ var float InventoryBoxWidth;
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var float InventoryBoxHeight;
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var float BorderSize;
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// weapons list for `MultiTasker` skill
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struct WeaponProgressDisplay
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{
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var class<NiceWeapon> weapClass;
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var float progress;
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var bool bShowCounter;
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var int counter;
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};
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var array<WeaponProgressDisplay> niceWeapProgressSet;
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event NotifyLevelChange()
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{
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Master.RemoveInteraction(self);
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@ -23,7 +35,7 @@ function RegisterMutator(NicePack activePack)
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NicePackMutator = activePack;
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}
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final private function bool bIsPoisoned(ScrnHumanPawn pwn)
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final private function bool bIsPoisoned(NiceHumanPawn pwn)
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{
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local Inventory I;
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@ -31,14 +43,14 @@ final private function bool bIsPoisoned(ScrnHumanPawn pwn)
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{
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for (I = pwn.Inventory; I != none; I = I.Inventory)
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{
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if (MeanPoisonInventory(I) != none)
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if (I.IsA('MeanPoisonInventory'))
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return true;
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}
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}
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return false;
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}
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final private function bool bIsBleeding(ScrnHumanPawn pwn)
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final private function bool bIsBleeding(NiceHumanPawn pwn)
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{
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local Inventory I;
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@ -46,13 +58,40 @@ final private function bool bIsBleeding(ScrnHumanPawn pwn)
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{
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for (I = pwn.Inventory; I != none; I = I.Inventory)
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{
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if (MeanBleedInventory(I) != none)
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if (I.IsA('MeanBleedInventory'))
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return true;
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}
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}
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return false;
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}
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final private function UpdateNiceWeapProgressSet(NiceHumanPawn pwn)
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{
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local Inventory I;
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local NiceWeapon niceWeap;
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local WeaponProgressDisplay newProgress;
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// clean this!
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niceWeapProgressSet.Length = 0;
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if (pwn.Inventory != none)
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{
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for (I = pwn.Inventory; I != none; I = I.Inventory)
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{
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niceWeap = NiceWeapon(I);
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if (niceWeap != none && niceWeap != pwn.weapon && !niceWeap.IsMagazineFull())
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{
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newProgress.weapClass = niceWeap.class;
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newProgress.progress = niceWeap.holsteredCompletition;
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newProgress.bShowCounter = true;
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newProgress.counter = niceWeap.GetMagazineAmmo();
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niceWeapProgressSet[niceWeapProgressSet.Length] = newProgress;
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}
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}
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}
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}
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function PostRender(Canvas C)
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{
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local int i;
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@ -72,20 +111,20 @@ function PostRender(Canvas C)
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// local Rotator CamRot;
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// local float OffsetX, BarLength, BarHeight, XL, YL, posY;
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if(C == none) return;
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if(C.ViewPort == none) return;
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if(C.ViewPort.Actor == none) return;
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if(C.ViewPort.Actor.Pawn == none) return;
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if (C == none || C.ViewPort == none || C.ViewPort.Actor == none || C.ViewPort.Actor.Pawn == none)
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return;
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nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
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niceWeap = NiceWeapon(C.ViewPort.Actor.Pawn.Weapon);
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if(nicePlayer == none)
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if (nicePlayer == none)
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return;
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scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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//// Draw bleed and poison icons for OWNER
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offset = 4;
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// BLEED!!!
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if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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if (bIsBleeding(nicePawn))
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{
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x = C.ClipX * 0.007;
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y = C.ClipY * 0.93 - size * offset;
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@ -94,7 +133,7 @@ function PostRender(Canvas C)
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}
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offset++;
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// POISON!!!
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if (bIsPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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if (bIsPoisoned(nicePawn))
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{
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x = C.ClipX * 0.007;
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y = C.ClipY * 0.93 - size * offset;
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@ -102,46 +141,65 @@ function PostRender(Canvas C)
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C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
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}
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// draw bleed and poison icons for TEAMMATES
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// C.GetCAmeraLocation(CamPos, CamRot);
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// ViewDir = vector(CamRot);
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// kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
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// OffsetX = (36.f * kfHud.default.VeterancyMatScaleFactor * 0.6) - (kfHud.default.HealthIconSize + 2.0);
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// BarLength = FMin(kfHud.default.BarLength * (float(C.SizeX) / 1024.f), kfHud.default.BarLength);
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// BarHeight = FMin(kfHud.default.BarHeight * (float(C.SizeX) / 1024.f), kfHud.default.BarHeight);
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// for (i = 0; i < kfHUD.PlayerInfoPawns.Length; i++)
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// {
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// if (kfHUD.PlayerInfoPawns[i].Pawn != none && kfHUD.PlayerInfoPawns[i].Pawn.Health > 0 &&
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// (kfHUD.PlayerInfoPawns[i].Pawn.Location - kfHUD.PawnOwner.Location) dot ViewDir > 0.8 &&
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// kfHUD.PlayerInfoPawns[i].RendTime > ViewportOwner.Actor.Level.TimeSeconds)
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// {
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// C.StrLen(Left(kfHUD.PlayerInfoPawns[i].Pawn.PlayerReplicationInfo.PlayerName, 16), XL, YL);
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// if (kfHUD.PlayerInfoPawns[i].Pawn.ShieldStrength <= 0)
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// {
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// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 2.75 * BarHeight -
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// kfHUD.default.ArmorIconSize * 0.5;
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// }
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// else
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// {
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// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 3.8 * BarHeight -
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// kfHUD.default.ArmorIconSize * 0.5;
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// }
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// offset = 0;
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// TODO draw bleed and poison icons for TEAMMATES
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// C.GetCAmeraLocation(CamPos, CamRot);
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// ViewDir = vector(CamRot);
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// kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
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// OffsetX = (36.f * kfHud.default.VeterancyMatScaleFactor * 0.6) - (kfHud.default.HealthIconSize + 2.0);
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// BarLength = FMin(kfHud.default.BarLength * (float(C.SizeX) / 1024.f), kfHud.default.BarLength);
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// BarHeight = FMin(kfHud.default.BarHeight * (float(C.SizeX) / 1024.f), kfHud.default.BarHeight);
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// for (i = 0; i < kfHUD.PlayerInfoPawns.Length; i++)
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// {
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// if (kfHUD.PlayerInfoPawns[i].Pawn != none && kfHUD.PlayerInfoPawns[i].Pawn.Health > 0 &&
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// (kfHUD.PlayerInfoPawns[i].Pawn.Location - kfHUD.PawnOwner.Location) dot ViewDir > 0.8 &&
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// kfHUD.PlayerInfoPawns[i].RendTime > ViewportOwner.Actor.Level.TimeSeconds)
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// {
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// C.StrLen(Left(kfHUD.PlayerInfoPawns[i].Pawn.PlayerReplicationInfo.PlayerName, 16), XL, YL);
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// if (kfHUD.PlayerInfoPawns[i].Pawn.ShieldStrength <= 0)
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// {
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// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 2.75 * BarHeight -
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// kfHUD.default.ArmorIconSize * 0.5;
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// }
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// else
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// {
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// posY = (kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosY - YL) - 3.8 * BarHeight -
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// kfHUD.default.ArmorIconSize * 0.5;
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// }
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// offset = 0;
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// if (bIsBleeding(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
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// {
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// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX - 0.15 * BarLength -
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// kfHUD.default.ArmorIconSize - 2.0, posY);
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// C.DrawTileScaled(bleedIcon, 0.1875, 0.1875);
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// }
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// if (bIsPoisoned(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
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// {
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// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX + 0.15 * BarLength -
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// kfHUD.default.ArmorIconSize - 2.0, posY);
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// C.DrawTileScaled(poisonIcon, 0.1875, 0.1875);
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// }
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// }
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// }
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// if (bIsBleeding(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
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// {
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// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX - 0.15 * BarLength -
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// kfHUD.default.ArmorIconSize - 2.0, posY);
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// C.DrawTileScaled(bleedIcon, 0.1875, 0.1875);
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// }
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// if (bIsPoisoned(ScrnHumanPawn(kfHUD.PlayerInfoPawns[i].Pawn)))
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// {
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// C.SetPos(kfHUD.PlayerInfoPawns[i].PlayerInfoScreenPosX - OffsetX + 0.15 * BarLength -
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// kfHUD.default.ArmorIconSize - 2.0, posY);
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// C.DrawTileScaled(poisonIcon, 0.1875, 0.1875);
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// }
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// }
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// }
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//// Draw weapons progress bars
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// at first update weapon info
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UpdateNiceWeapProgressSet(nicePawn);
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if (nicePawn != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
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&& nicePlayer.bFlagDisplayWeaponProgress && niceWeapProgressSet.length > 0)
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{
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x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
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y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceWeapProgressSet.Length;
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for (i = 0; i < niceWeapProgressSet.Length; i++)
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{
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DrawWeaponProgress(C, niceWeapProgressSet[i], x, y, nicePawn.PlayerReplicationInfo.Team);
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y += (InventoryBoxHeight * C.ClipX + 4);
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}
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}
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scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
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if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
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{
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@ -149,48 +207,18 @@ function PostRender(Canvas C)
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C.ColorModulate.Y = 1;
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C.ColorModulate.Z = 1;
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C.ColorModulate.W = scrnHUDInstance.HudOpacity / 255;
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if(!scrnHUDInstance.bLightHud)
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if (!scrnHUDInstance.bLightHud)
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scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsBG);
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scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsIcon);
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scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
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scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
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}
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niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
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if (niceMutator == none)
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return;
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//// Draw counters
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if(nicePlayer != none && nicePlayer.bFlagDisplayCounters)
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{
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x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
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y = C.ClipY * 0.01;
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for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
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if(niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue){
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DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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x += 128 + 4;
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}
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}
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//// Draw weapons progress bars
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if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
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&& nicePlayer.bFlagDisplayWeaponProgress && niceMutator.niceWeapProgressSet.length > 0)
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{
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x = C.ClipX - InventoryBoxWidth * C.ClipX - 5;
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y = C.ClipY * 0.5 - 0.5 * (InventoryBoxHeight * C.ClipX + 4) * niceMutator.niceWeapProgressSet.Length;
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for (i = 0;i < niceMutator.niceWeapProgressSet.Length;i ++)
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{
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DrawWeaponProgress(C, niceMutator.niceWeapProgressSet[i], x, y,
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C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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y += (InventoryBoxHeight * C.ClipX + 4);
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}
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}
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//// Draw invincibility bar
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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if(nicePawn != none && nicePawn.invincibilityTimer != 0.0)
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if (nicePawn != none && nicePawn.invincibilityTimer != 0.0)
|
|
|
|
|
{
|
|
|
|
|
C.SetDrawColor(255, 255, 255);
|
|
|
|
|
if(nicePawn.invincibilityTimer > 0)
|
|
|
|
|
if (nicePawn.invincibilityTimer > 0)
|
|
|
|
|
barTexture = greenBar;
|
|
|
|
|
else
|
|
|
|
|
barTexture = redBar;
|
|
|
|
@ -199,39 +227,56 @@ function PostRender(Canvas C)
|
|
|
|
|
barWidth = C.ClipX * 0.2;
|
|
|
|
|
niceVet = class'NiceVeterancyTypes'.static.
|
|
|
|
|
GetVeterancy(nicePawn.PlayerReplicationInfo);
|
|
|
|
|
if(niceVet != none){
|
|
|
|
|
if(nicePawn.invincibilityTimer > 0){
|
|
|
|
|
barWidth *= nicePawn.invincibilityTimer
|
|
|
|
|
/ niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
barWidth *= nicePawn.invincibilityTimer /
|
|
|
|
|
class'NiceSkillZerkGunzerker'.default.cooldown;
|
|
|
|
|
}
|
|
|
|
|
if (niceVet != none)
|
|
|
|
|
{
|
|
|
|
|
if (nicePawn.invincibilityTimer > 0)
|
|
|
|
|
barWidth *= nicePawn.invincibilityTimer / niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
|
|
|
|
|
else
|
|
|
|
|
barWidth *= nicePawn.invincibilityTimer / class'NiceSkillZerkGunzerker'.default.cooldown;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
barWidth = 0;
|
|
|
|
|
|
|
|
|
|
x = center - (barWidth / 2);
|
|
|
|
|
C.SetPos(x, y);
|
|
|
|
|
C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
|
|
|
|
|
if(nicePawn.safeMeleeMisses <= 0)
|
|
|
|
|
if (nicePawn.safeMeleeMisses <= 0)
|
|
|
|
|
return;
|
|
|
|
|
missesSpace = 10;//64x64 => 16x16
|
|
|
|
|
missesSpace = 10; // 64x64 => 16x16
|
|
|
|
|
missesHeight = 16;
|
|
|
|
|
missesWidth = nicePawn.safeMeleeMisses * 16
|
|
|
|
|
+ (nicePawn.safeMeleeMisses - 1) * missesSpace;
|
|
|
|
|
missesWidth = nicePawn.safeMeleeMisses * 16 + (nicePawn.safeMeleeMisses - 1) * missesSpace;
|
|
|
|
|
missesX = center - (missesWidth / 2);
|
|
|
|
|
missesY = y + (32 - missesHeight) * 0.5;
|
|
|
|
|
for(i = 0;i < nicePawn.safeMeleeMisses;i ++){
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < nicePawn.safeMeleeMisses; i++)
|
|
|
|
|
{
|
|
|
|
|
C.SetPos(missesX + i * (16 + missesSpace), missesY);
|
|
|
|
|
C.DrawTile(shield, 16, 16, 0, 0, shield.MaterialUSize(), shield.MaterialVSize());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Draw cooldowns
|
|
|
|
|
if(nicePlayer.abilityManager == none)
|
|
|
|
|
|
|
|
|
|
//// Draw cooldowns
|
|
|
|
|
if (nicePlayer.abilityManager == none)
|
|
|
|
|
return;
|
|
|
|
|
for(i = 0;i < nicePlayer.abilityManager.currentAbilitiesAmount;i ++)
|
|
|
|
|
for (i = 0; i < nicePlayer.abilityManager.currentAbilitiesAmount; i++)
|
|
|
|
|
DrawAbilityCooldown(C, i);
|
|
|
|
|
|
|
|
|
|
//// Draw counters
|
|
|
|
|
niceMutator = class'NicePack'.static.Myself(nicePawn.Level);
|
|
|
|
|
|
|
|
|
|
if (niceMutator != none && nicePlayer != none && nicePlayer.bFlagDisplayCounters)
|
|
|
|
|
{
|
|
|
|
|
x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
|
|
|
|
|
y = C.ClipY * 0.01;
|
|
|
|
|
for (i = 0; i < niceMutator.niceCounterSet.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
if (niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue)
|
|
|
|
|
{
|
|
|
|
|
DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
|
|
|
|
|
x += 128 + 4;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
|
|
|
|
@ -360,7 +405,7 @@ function DrawCalibrationStars(Canvas C){
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team)
|
|
|
|
|
function DrawWeaponProgress(Canvas C, WeaponProgressDisplay weapProgress, int x, int y, TeamInfo team)
|
|
|
|
|
{
|
|
|
|
|
local float textWidth, textHeight;
|
|
|
|
|
local string textToDraw;
|
|
|
|
@ -404,51 +449,60 @@ function DrawWeaponProgress(Canvas C, NicePack.WeaponProgressDisplay weapProgres
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
|
|
|
|
|
function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta)
|
|
|
|
|
{
|
|
|
|
|
local bool bNeedsReload;
|
|
|
|
|
local string Alias, LeftPart, RigthPart;
|
|
|
|
|
local NiceWeapon niceWeap;
|
|
|
|
|
local NicePlayerController nicePlayer;
|
|
|
|
|
|
|
|
|
|
// Find controller and current weapon
|
|
|
|
|
nicePlayer = NicePlayerController(ViewportOwner.Actor);
|
|
|
|
|
if(nicePlayer == none)
|
|
|
|
|
if (nicePlayer == none)
|
|
|
|
|
return false;
|
|
|
|
|
if(nicePlayer.Pawn != none)
|
|
|
|
|
if (nicePlayer.Pawn != none)
|
|
|
|
|
niceWeap = NiceWeapon(nicePlayer.Pawn.Weapon);
|
|
|
|
|
// If this is a button press - detect alias
|
|
|
|
|
if(Action == IST_Press){
|
|
|
|
|
if (Action == IST_Press)
|
|
|
|
|
{
|
|
|
|
|
// Check for reload command
|
|
|
|
|
Alias = nicePlayer.ConsoleCommand("KEYBINDING" @ nicePlayer.ConsoleCommand("KEYNAME" @ Key));
|
|
|
|
|
if(nicePlayer.bAdvReloadCheck)
|
|
|
|
|
if (nicePlayer.bAdvReloadCheck)
|
|
|
|
|
bNeedsReload = InStr(Caps(Alias), "RELOADMENOW") > -1 || InStr(Caps(Alias), "RELOADWEAPON") > -1;
|
|
|
|
|
if(Divide(Alias, " ", LeftPart, RigthPart))
|
|
|
|
|
if (Divide(Alias, " ", LeftPart, RigthPart))
|
|
|
|
|
Alias = LeftPart;
|
|
|
|
|
if(Key == IK_MouseWheelUp || Key == IK_MouseWheelDown){
|
|
|
|
|
if (Key == IK_MouseWheelUp || Key == IK_MouseWheelDown)
|
|
|
|
|
{
|
|
|
|
|
nicePlayer.UpdateSelectors();
|
|
|
|
|
if(nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement){
|
|
|
|
|
if (nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement)
|
|
|
|
|
{
|
|
|
|
|
nicePlayer.ScrollSelector(0, nicePlayer.bMouseWheelLoops, Key == IK_MouseWheelUp);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Open trader on movement
|
|
|
|
|
if(Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
|
|
|
|
|
|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis"){
|
|
|
|
|
|
|
|
|
|
// Open trader if it's a pre-game
|
|
|
|
|
if(NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none){
|
|
|
|
|
// Open trader on movement if it's a pre-game
|
|
|
|
|
if (NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none)
|
|
|
|
|
{
|
|
|
|
|
if (Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
|
|
|
|
|
|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis")
|
|
|
|
|
{
|
|
|
|
|
// nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
|
|
|
|
|
nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight);
|
|
|
|
|
nicePlayer.bOpenedInitTrader = true;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
//nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Reload if we've detected a reload alias in this button's command
|
|
|
|
|
if(niceWeap != none && !nicePlayer.bUseServerReload &&
|
|
|
|
|
if (niceWeap != none && !nicePlayer.bUseServerReload &&
|
|
|
|
|
(bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon"))
|
|
|
|
|
niceWeap.ClientReloadMeNow();
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
|
{
|
|
|
|
|
bleedIcon=Texture'NicePackT.MeanZeds.bleedIcon'
|
|
|
|
|