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Handy-Dandy :) // // Author: Markus Nuebel // Modified By: Chris Rogers //============================================================================= class SFHUDWindowMgr extends SFObject; // Captain Communication window var SFCapWindow m_winCapComm; // Private: Captain communication window var int m_nCapWndX; // Private: x of upper left corner (comm window) var int m_nCapWndY; // Private: y of upper left corner (comm window) var int m_nCapWndHeight; // Private: Height of communication window; var int m_nCapWndWidth; // Private: Width of communication window; // DataNode Communication window var SFDataNodeWindow m_winNodeComm; // Private: data node communication window var int m_nNodeWndX; // Private: x of upper left corner (comm window) var int m_nNodeWndY; // Private: y of upper left corner (comm window) var int m_nNodeWndHeight; // Private: Height of communication window; var int m_nNodeWndWidth; // Private: Width of communication window; // NPC Communication window var SFNPCWindow m_winNPCComm; // Private: NPC communication window var int m_nNPCWndX; // Private: x of upper left corner (comm window) var int m_nNPCWndY; // Private: y of upper left corner (comm window) var int m_nNPCWndHeight; // Private: Height of communication window; var int m_nNPCWndWidth; // Private: Width of communication window; // Weapon description window var SFWeaponDescWindow m_winWeaponDesc; // Private: Weapon HUD window var int m_nWeaponDescX; // Private: x of upper left corner (weapon description window) var int m_nWeaponDescY; // Private: y of upper left corner (weapon description window) var int m_nWeaponDescHeight; // Private: Height of weapon description window; var int m_nWeaponDescWidth; // Private: Width of weapon description window; var int m_nWeaponIconOffsetX; // Private: x offset of weapon icon in weapon desc window var int m_nWeaponIconOffsetY; // Private: y offset of weapon icon in weapon desc window // Item description window var SFItemDescWindow m_winItemDesc; // Private: Item HUD window var int m_nItemDescX; // Private: x of upper left corner (item desc) var int m_nItemDescY; // Private: y of upper left corner (item desc) var int m_nItemDescHeight; // Private: height of item desc window var int m_nItemDescWidth; // Private: width of item desc window // Active item belt var travel SFActiveItemBelt m_winActiveItemBelt; // Private: ActiveItem belt window var int m_nActiveItemBeltX; var int m_nActiveItemBeltY; var int m_nActiveItemBeltHeight; var int m_nActiveItemBeltWidth; // Passive item belt var travel SFPassiveItemBelt m_winPassiveItemBelt; // Private: PassiveItem belt window var int m_nPassiveItemBeltX; var int m_nPassiveItemBeltY; var int m_nPassiveItemBeltHeight; var int m_nPassiveItemBeltWidth; // Weapon Selection window var travel SFSelectWeaponBelt m_winSelectWeaponBelt; // Private: Select weapon window var int m_nSelectWeaponBeltX; var int m_nSelectWeaponBeltY; var int m_nSelectWeaponHeight; var int m_nSelectWeaponWidth; var SFPlayer m_oPlayer; // Private: Reference to the SFPlayer owner var SFTextWindow m_oActiveComWnd; // Private: Reference to the currently active window var SFTextWindow m_oNextActiveWindow; // Private: Waiting slot for next active window var float m_fHUDScale; // Private: HUD sclale var SFCommunication m_oCurrComm; // Private: Reference to current communication var bool m_bComActive; // Private: Flag to mark an active communication var bool m_bMarkComOnShow; // Private Flag used for defered window activation, to keep track of comm window visibility var bool bShowAll; // Initializes the HUD Window Manager function init(SFPlayer oPlayer, float fHUDScale) { // Save references m_oPlayer = oPlayer; m_fHUDScale = fHUDScale; // Setup the captain communication window m_winCapComm = Spawn(class'SFCapWindow'); if(None != m_winCapComm) { //m_winCapComm.init(m_fHUDScale, m_nCapWndX, m_nCapWndY, m_nCapWndWidth, m_nCapWndHeight, m_oPlayer); m_winCapComm.init(m_fHUDScale, m_nCapWndX, m_nCapWndY, 256, 512, m_oPlayer); } // Setup the data node communication window m_winNodeComm = Spawn(class'SFDataNodeWindow'); if(None != m_winNodeComm) { // Init the window //m_winNodeComm.init(m_fHUDScale, m_nNodeWndX, m_nNodeWndY, m_nNodeWndWidth, m_nNodeWndHeight, m_oPlayer); m_winNodeComm.init(m_fHUDScale, m_nNodeWndX, m_nNodeWndY, 384, 384, m_oPlayer); } // Setup the NPC communication window m_winNPCComm = Spawn(class'SFNPCWindow'); if(None != m_winNPCComm) { // Init the window //m_winNPCComm.init(m_fHUDScale, m_nNPCWndX, m_nNPCWndY, m_nNPCWndWidth, m_nNPCWndHeight, m_oPlayer); m_winNPCComm.init(m_fHUDScale, 162, 640, 1024, 256, m_oPlayer); } // Setup the weapon description window m_winWeaponDesc = Spawn(class'SFWeaponDescWindow'); if(None != m_winWeaponDesc) { //m_winWeaponDesc.init(m_fHUDScale, m_nWeaponDescX, m_nWeaponDescY, m_nWeaponDescWidth, m_nWeaponDescHeight, m_oPlayer); m_winWeaponDesc.init(m_fHUDScale, 302, 460, 320, 320, m_oPlayer); m_winWeaponDesc.m_nModelOffsetX = m_nWeaponIconOffsetX; m_winWeaponDesc.m_nModelOffsetY = m_nWeaponIconOffsetY; } // Setup the item description window m_winItemDesc = Spawn(class'SFItemDescWindow'); if(None != m_winItemDesc) { //m_winItemDesc.init(m_fHUDScale, m_nItemDescX, m_nItemDescY, m_nItemDescWidth, m_nItemDescHeight, m_oPlayer); m_winItemDesc.init(m_fHUDScale, 300, 600, 512, 256, m_oPlayer); m_winItemDesc.m_nModelOffsetX = 0; m_winItemDesc.m_nModelOffsetY = -m_winItemDesc.m_nItemIconHeight; } // Construct active item belt m_winActiveItemBelt = Spawn(class'SFActiveItemBelt'); if(None != m_winActiveItemBelt ) //m_winActiveItemBelt.init(m_fHUDScale, m_nActiveItemBeltX, m_nActiveItemBeltY, m_nActiveItemBeltWidth, m_nActiveItemBeltHeight, m_oPlayer); m_winActiveItemBelt.init(m_fHUDScale, 896, 930, 512, 32, m_oPlayer); // Construct passive item belt m_winPassiveItemBelt = Spawn(class'SFPassiveItemBelt'); if(None != m_winPassiveItemBelt ) //m_winPassiveItemBelt.init(m_fHUDScale, m_nPassiveItemBeltX, m_nPassiveItemBeltY, m_nPassiveItemBeltWidth, m_nPassiveItemBeltHeight, m_oPlayer); m_winPassiveItemBelt.init(m_fHUDScale, 512, 930, 512, 32, m_oPlayer); // Construct select weapon window m_winSelectWeaponBelt = Spawn(class'SFSelectWeaponBelt'); if(None != m_winSelectWeaponBelt ) //m_winSelectWeaponBelt.init(m_fHUDScale, m_nSelectWeaponBeltX, m_nSelectWeaponBeltY, m_nSelectWeaponWidth, m_nSelectWeaponHeight, m_oPlayer); m_winSelectWeaponBelt.init(m_fHUDScale, 896, 930, 512, 32, m_oPlayer); } // Check to see if current communication can be canceled simulated function BOOL canCancelCurrentCom() { if(None == m_oCurrComm) return true; else return m_oCurrComm.bCanBeCanceled; } // Does all the cleanup, when the manager is freed function terminate() { if(None != m_winNPCComm) m_winNPCComm.terminate(); if(None != m_winNodeComm) m_winNodeComm.terminate(); if(None != m_winCapComm) m_winCapComm.terminate(); if(None != m_winWeaponDesc) m_winWeaponDesc.terminate(); if(None != m_winItemDesc) m_winItemDesc.terminate(); if(None != m_winActiveItemBelt) m_winActiveItemBelt.terminate(); if(None != m_winPassiveItemBelt) m_winPassiveItemBelt.terminate(); if(None != m_winSelectWeaponBelt) m_winSelectWeaponBelt.terminate(); // Release references m_winNPCComm = None; m_winNodeComm = None; m_winCapComm = None; m_winWeaponDesc = None; m_winItemDesc = None; m_winActiveItemBelt = None; m_winPassiveItemBelt = None; m_winSelectWeaponBelt = None; } // Brings up the weapon selection window simulated function showWeaponSelection(SFPickup oPickup) { m_winSelectWeaponBelt.m_oWeaponUpgrade = oPickup; m_winSelectWeaponBelt.show(); } // Resets the active item belt simulated function resetActiveItemBelt() { m_winActiveItemBelt.reset(); } // Resets the passive item belt simulated function resetPassiveItemBelt() { m_winPassiveItemBelt.reset(); } // Adds an active item to the belt simulated function insertActiveItem(SFPickup oPickup) { m_winActiveItemBelt.insert(oPickup); } // Adds a pasive item to the belt simulated function insertPassiveItem(SFPickup oPickup) { m_winPassiveItemBelt.insert(oPickup); } // Removes an item from the active item belt simulated function removeActiveItem(SFPickup oItem) { m_winActiveItemBelt.removeItem(oItem); } // Removes an item from the passive item belt simulated function removePassiveItem(SFPickup oItem) { m_winPassiveItemBelt.removeItem(oItem); } // Find the state of the owned flashlight simulated function int GetFlashlightState() { return m_winActiveItemBelt.GetFlashlightState(); } // Find the level of the owned flashlight simulated function int GetFlashlightLevel() { return m_winActiveItemBelt.GetFlashlightLevel(); } // Advises the weapon selection window to upgrade a weapon or the item belt to activate the current item simulated function activateItem() { if(m_winSelectWeaponBelt.isVisible()) m_winSelectWeaponBelt.upgradeWeapon(); else m_winActiveItemBelt.activateItem(); } // Select next item in active item belt simulated function nextItem() { if(m_winSelectWeaponBelt.isVisible()) m_winSelectWeaponBelt.nextItem(); else m_winActiveItemBelt.nextItem(); } // Select previous item in active item belt simulated function prevItem() { if(m_winSelectWeaponBelt.isVisible()) m_winSelectWeaponBelt.prevItem(); else m_winActiveItemBelt.prevItem(); } // Show hide the passive item window simulated function passiveItem() { if(m_winPassiveItemBelt.isVisible()) m_winPassiveItemBelt.hide(); else m_winPassiveItemBelt.show(); } // Main rendering call function render(Canvas C, float fHUDScale) { // Save current HUD scale m_fHUDScale = fHUDScale; if(bShowAll) { m_winNPCComm.m_bVisible=true; m_winNodeComm.m_bVisible=true; m_winNodeComm.m_bNoFade=true; m_winCapComm.m_bVisible=true; m_winCapComm.m_bNoFade=true; m_winWeaponDesc.m_bVisible=true; m_winWeaponDesc.m_bNoFade=true; m_winItemDesc.m_bVisible=true; m_winItemDesc.m_bNoFade=true; m_winActiveItemBelt.m_bVisible=true; m_winSelectWeaponBelt.m_bVisible=true; m_winPassiveItemBelt.m_bVisible=true; m_winPassiveItemBelt.m_bNoFade=true; m_oPlayer.m_bVisorUnitUpgrade=true; m_oPlayer.m_bWeaponDescUpgrade=true; } // Draw NPC communication window if(m_winNPCComm.isVisible()) m_winNPCComm.render(C, m_fHUDScale); // Draw data node communication window if(m_winNodeComm.isVisible()) m_winNodeComm.render(C, m_fHUDScale); // Draw captain communication window if(m_winCapComm.isVisible()) m_winCapComm.render(C, m_fHUDScale); // Draw weapon description window if(m_winWeaponDesc.isVisible() && m_oPlayer.m_bWeaponDescUpgrade) m_winWeaponDesc.render(C, m_fHUDScale); // Draw item description window if(m_winItemDesc.isVisible() && m_oPlayer.m_bVisorUnitUpgrade) m_winItemDesc.render(C, m_fHUDScale); // Draw the active item belt m_winActiveItemBelt.render(C, m_fHUDScale); // Draw the passive item belt m_winPassiveItemBelt.render(C, m_fHUDScale); // Draw the select weapon belt m_winSelectWeaponBelt.render(C, m_fHUDScale); if(m_winSelectWeaponBelt.isVisible()) renderWeaponUgradeText(C); } function renderWeaponUgradeText(Canvas C) { local float XL, YL; local int X, Y; // Prepare canvas C.Style = ERenderStyle.STY_Translucent; C.Font = SFHUD(m_oPlayer.myHUD).m_Fonts.GetSmallFont(C.ClipX); C.DrawColor.R = 220; C.DrawColor.G = 100; C.DrawColor.B = 30; X = C.ClipX/3; Y = C.ClipY/10; C.StrLen("Med", XL, YL); C.SetPos(X, Y); C.DrawText("Weapon Upgrade Link established ..."); Y += YL; C.SetPos(X, Y); C.DrawText(" Status: Functional."); Y += YL; C.SetPos(X, Y); C.DrawText(" Instruction: Choose the weapon to upgrade."); Y += 1*YL; C.SetPos(X, Y); C.DrawText(" : The upgrade will be permanent."); } // Cancels the currently active comm window function cancelComm() { if(canCancelCurrentCom()) { hideActiveComWnd(); SFHUD(m_oPlayer.myHUD).m_bShowCommunicationTip = false; } else { if(None != m_oCurrComm.m_oEventInstigator) m_oCurrComm.m_oEventInstigator.ClientMessage("Important Message ! Cannot Cancel !"); } } // Add the window to the waiting position function showActiveComWnd(SFTextWindow oWnd) { if(None != oWnd) { // We are currently allowing this. if(None != m_oActiveComWnd) { // Check if the new window has the same type if(m_oActiveComWnd.isVisible() && (m_oActiveComWnd.class == oWnd.class)) return; // Not allowed } m_oNextActiveWindow = oWnd; } } function Tick(float fDelta) { // Check for NPC communication if(m_bComActive) { if(None != m_oActiveComWnd) { if(!m_oActiveComWnd.isVisible()) { CommunicationEnded(); } } else { CommunicationEnded(); } } // There is still another window if(None != m_oActiveComWnd) { if(!m_oActiveComWnd.IsVisible()) { m_oActiveComWnd = None; } return; } // Early out if(None == m_oNextActiveWindow) return; // Activate next window m_oActiveComWnd = m_oNextActiveWindow; m_oNextActiveWindow = None; m_oActiveComWnd.show(); if(m_bMarkComOnShow) { m_bComActive = true; m_bMarkComOnShow = false; } } // Hides any currently active window function hideActiveComWnd() { local Sound sndEffect; if(None != m_oActiveComWnd) { if(m_oActiveComWnd.IsVisible()) { m_oActiveComWnd.hide(); } m_oActiveComWnd=None; } // Nothing active } // Sets the view location for the NPC communication and pauses // the level action simulated function setupNPCCommunication() { local SFNPCCommunication oNPCComm; // Extract the NPC comm oNPCComm = SFNPCCommunication(m_oCurrComm); // Activate the new view oNPCComm.startTracking(); } // Resets a NPC communication by cleaning up the view settings // and resuming level action simulated function resetNPCCommunication() { // Restore the viewpoint SFNPCCommunication(m_oCurrComm).stopTracking(); } // Called, after a communication window has disappeared simulated event CommunicationEnded() { switch(m_oCurrComm.Type) { case CT_DataNode: break; case CT_Captain: break; case CT_Trainer: break; case CT_NPC: resetNPCCommunication(); break; } // Reset the HUD visibility SFPlayer(m_oCurrComm.m_oEventInstigator).showHUD(true); // Reset the comm actor reference m_oCurrComm = None; // Reset the mark m_bComActive = false; } simulated function playCommunication(SFCommunication oComm) { local SFTextWindow wndDest; // Save reference to communication actor m_oCurrComm = oComm; // Remove any other hud pop-up hideActiveComWnd(); // Check if the player hud should be disabled SFPlayer(m_oCurrComm.m_oEventInstigator).showHUD(!oComm.bHidePlayerHUD); // Check kind of communication switch(oComm.Type) { case CT_DataNode: // Prepare the window m_winNodeComm.m_bNoFade=true; m_winNodeComm.setCommunication(oComm); wndDest = m_winNodeComm; break; case CT_Captain: // Prepare the window m_winCapComm.m_bNoFade=true; m_winCapComm.setCommunication(oComm); wndDest = m_winCapComm; break; case CT_Trainer: // Prepare the window m_winCapComm.m_bNoFade=true; m_winCapComm.m_bIsTrainer=true; m_winCapComm.setCommunication(oComm); wndDest = m_winCapComm; break; case CT_NPC: // Prepare the window setupNPCCommunication(); m_winNPCComm.m_bNoFade=true; m_winNPCComm.m_actMesh = Decoration(oComm.m_oEventActor); m_winNPCComm.setCommunication(oComm); wndDest = m_winNPCComm; break; } // Set the desired font wndDest.FontSize = oComm.FontSize; // Bring up the window showActiveComWnd(wndDest); // Mark the communication m_bMarkComOnShow = true; } // Pauses an active communication simulated function pauseCommunication() { if(m_oActiveComWnd.IsA('SFCommWindow')) SFCommWindow(m_oActiveComWnd).pause(); } // Resumes an active communication with // a passed in answer simulated function resumeCommunication(bool bYesNo) { if(m_oActiveComWnd.IsA('SFCommWindow')) SFCommWindow(m_oActiveComWnd).resume(bYesNo); } // Brings up a weapon description window simulated function showWeaponDesc(TournamentWeapon oWeapon, optional bool bIntroduce) { // Check for valid weapon if(None == oWeapon) return; // Set the new weapon description m_winWeaponDesc.m_strWeaponText = oWeapon.WeaponDescription; // Set the icon of the weapon to describe if( None != oWeapon) { if(oWeapon.IsA('SFWeapon')) m_winWeaponDesc.setIcon(SFWeapon(oWeapon).Icon); else m_winWeaponDesc.setIcon(oWeapon.Texture); /* m_winWeaponDesc.m_actMesh.Mesh = oWeapon.default.Mesh; m_winWeaponDesc.m_actMesh.Skin = oWeapon.default.Skin; m_winWeaponDesc.m_actMesh.SetCollisionSize(oWeapon.CollisionRadius, oWeapon.CollisionHeight); m_winWeaponDesc.m_fMeshScale = (34/oWeapon.CollisionRadius); // Tested with this one. */ } if(!bIntroduce) { // Remove any other hud pop-up if(getActiveWindowClass() != m_winWeaponDesc.class) hideActiveComWnd(); else { m_winWeaponDesc.resetRunningText(m_winWeaponDesc.m_strWeaponText); if(m_winWeaponDesc.isFading()) m_winWeaponDesc.Show(); } // Bring up the window showActiveComWnd(m_winWeaponDesc); } else { m_winWeaponDesc.showInIntro(); } } // Hides a shown weapon description window, after // having introduced it before. simulated function hideWeaponDesc() { m_winWeaponDesc.hide(); } // Returns the class of any currently active window simulated function class getActiveWindowClass() { if(None != m_oActiveComWnd) if(m_oActiveComWnd.IsVisible()) return m_oActiveComWnd.class; return None; } // Insert the pickup into the desired belt simulated function insertItemIntoBelt(SFPickup oSFPickup) { // Check the active item belt if(oSFPickup.bIsActiveItem) { //class'SFUtils'.Static.sfLogEx(4,"SFHUDWindowMgr - insertItemIntoBelt: Adding active item."); m_winActiveItemBelt.insert(oSFPickup); } // Check the passive item belt if(oSFPickup.bIsPassiveItem) { //class'SFUtils'.Static.sfLogEx(4,"SFHUDWindowMgr - insertItemIntoBelt: Adding passive item."); m_winPassiveItemBelt.insert(oSFPickup); } } // Remove the pickup into the desired belt simulated function removeItemFromBelt(SFPickup oSFPickup) { // Check the active item belt if(oSFPickup.bIsActiveItem) { m_winActiveItemBelt.removeItem(oSFPickup); } // Check the passive item belt if(oSFPickup.bIsPassiveItem) { m_winPassiveItemBelt.removeItem(oSFPickup); } } // Activates the item description window simulated function showItemDesc(Inventory oItem) { local SFPickup oSFPickup; local SFSmartVestUpgrade oUpgrade; local SFPlayer oOwner; local bool bShow; // Early out, if this is not a SFPickup if(!oItem.IsA('SFPickup')) return; // Get the SFPickup oSFPickup = SFPickup(oItem); // Do not allow two instances of this window // if(getActiveWindowClass() == m_winItemDesc.class) // return; // Set the new weapon description m_winItemDesc.m_strName = oItem.ItemName; // Display explanation window // m_winItemDesc.setRunningText(oSFPickup.ItemDescription, 0.03f); // m_winItemDesc.m_fFadeTime = oSFPickup.FadeOutTime; m_winItemDesc.m_strItemText = oSFPickup.ItemDescription; // Set the mesh of the weapon to describe if( None != oItem) { m_winItemDesc.setIcon(oSFPickup.ItemIcon); /* m_winItemDesc.m_actMesh.Mesh = oItem.default.Mesh; m_winItemDesc.m_actMesh.Skin = oItem.default.Skin; m_winItemDesc.m_actMesh.SetCollisionSize(oItem.CollisionRadius, oItem.CollisionHeight); //m_winItemDesc.m_fMeshScale = (14/oItem.CollisionHeight); m_winItemDesc.m_fMeshScale = 1.0f;//(34/oWeapon.CollisionRadius); // Tested with this one. */ } // Remove any other hud pop-up if(getActiveWindowClass() != m_winItemDesc.class) hideActiveComWnd(); else { m_winItemDesc.resetRunningText(m_winItemDesc.m_strItemText); if(m_winItemDesc.isFading()) m_winItemDesc.Show(); } // Bring up the window showActiveComWnd(m_winItemDesc); } defaultproperties { m_nCapWndX=950 m_nCapWndY=50 m_nCapWndHeight=440 m_nCapWndWidth=300 m_nNodeWndX=450 m_nNodeWndY=450 m_nNodeWndHeight=400 m_nNodeWndWidth=400 m_nNPCWndX=290 m_nNPCWndY=680 m_nNPCWndHeight=256 m_nNPCWndWidth=700 m_nWeaponDescX=175 m_nWeaponDescY=455 m_nWeaponDescHeight=440 m_nWeaponDescWidth=440 m_nWeaponIconOffsetX=10 m_nWeaponIconOffsetY=400 m_nItemDescX=175 m_nItemDescY=560 m_nItemDescHeight=340 m_nItemDescWidth=570 m_nActiveItemBeltX=1000 m_nActiveItemBeltY=910 m_nActiveItemBeltHeight=40 m_nActiveItemBeltWidth=260 m_nPassiveItemBeltX=185 m_nPassiveItemBeltY=910 m_nPassiveItemBeltHeight=40 m_nPassiveItemBeltWidth=260 m_nSelectWeaponBeltX=1000 m_nSelectWeaponBeltY=910 m_nSelectWeaponHeight=32 m_nSelectWeaponWidth=260 } |