SpatialFear.SFCapWindow

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//=============================================================================
// Spatial Fear
// Name: SFCapWindow
// Description: Window that pops up for a captain communication window
//
// Author: Markus Nuebel
// Modified By: Chris Rogers
//=============================================================================
class SFCapWindow extends SFCommWindow;

var Rotator     m_rotView;  // Private: Rotator used to animate the weapon mesh
var int			m_nCommIconHeight;	// Private: Height of comm icon window;
var int			m_nCommIconWidth;     // Private: Width of comm icon window;
var int			m_nModelOffsetX;		// Private: X offset of weapon model to window top/left corner
var int			m_nModelOffsetY;		// Private: Y offset of weapon model to window top/left corner
var bool		m_bIsTrainer;			// Hack, to make this a trainer window

// All initialization stuff
simulated function init(float fHUDScale, int X, int Y, int nWidth, int nHeight, optional Pawn Owner, optional string strText, optional SFWindow wndParent)
{
	// Call to base class
	Super.init(fHUDScale, X, Y, nWidth, nHeight, Owner, strText, wndParent);

	m_nTextOffset = 221;
	m_nTextIndent = 14;
	m_nTextIndentR = 7;

	// Setup mesh actor to display weapon
	m_actMesh = m_oPawnOwner.Spawn(class'SFCaptainHead');
	if(None == m_actMesh)
		class'SFUtils'.Static.sfError("SFCommWindow - init: Cannot create  Captain head mesh!");
	else
	{
		m_actMesh.DrawScale=0.1;
		m_actMesh.bHidden=true;
		m_actMesh.bUnlit=true;
		m_actMesh.AmbientGlow=128;

	}
	m_rotView.Yaw =  65535* 3/4;
}

// Cleanup
simulated function terminate()
{
	// Call to base class
	Super.terminate();

	// Release references
	m_actMesh	= None;
}

// Overwritten in child class, to do different backgrounds and effects
simulated function renderBackground(Canvas C)
{
	local float          OldFov;
	local vector		  vectLocation;

	// Call to base class
	Super.renderBackground(C);

	if ((m_actMesh != None) && !isFading())
	{
		// Save old FOV
		OldFov = PlayerPawn(m_oPawnOwner).FOVAngle;

		// Set new FOV
		PlayerPawn(m_oPawnOwner).SetFOVAngle(30);

		// Some scaling depending on collision radius
		vectLocation.x = -1;
		vectLocation.y = 0;
		vectLocation.z = 0;

		// Check for trainer window
		if(m_bIsTrainer)
		{
			m_actMesh.MultiSkins[1] = Texture'SFResource1.Skins.Trainer';
		}

		m_nModelOffsetX = 16;

		// Draw the clipped actor
		DrawClippedActor(C, (m_XCur+m_nModelOffsetX)*m_fHUDScale,  (m_YCur+m_nModelOffsetY)*m_fHUDScale, m_nCommIconWidth*m_fHUDScale, m_nCommIconHeight*m_fHUDScale, m_actMesh, false, m_rotView, vectLocation);

		// Restore old FOV
		PlayerPawn(m_oPawnOwner).SetFOVAngle(OldFov);
	}
}

simulated function show()
{
	// Call to base class
	Super.show();

	// Show the mesh
	m_actMesh.bHidden=false;
	if(None != m_actMesh)
	{
		m_actMesh.LoopAnim('All', 0.2);
	}
}

simulated function hide()
{
	// Call to base class
	Super.hide();
	// Remove the mesh actor
	m_actMesh.bHidden=true;
}

defaultproperties
{
     m_nCommIconHeight=250
     m_nCommIconWidth=200
     m_nModelOffsetX=40
     m_nModelOffsetY=30
     m_nTextOffset=200
     m_nBorderSize=12
     m_sndOpen=Sound'SfResource1.Window.OpenCaptainWnd'
     m_sndClose=Sound'SfResource1.Window.CloseCaptainWnd'
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX