class HUDObjectSlotMMRPG extends HUDObjectSlot;

#exec TEXTURE IMPORT NAME=BeltBox FILE=Textures\beltbox.bmp GROUP=Skins

event DrawWindow(GC gc)
{
	// First draw the background
		DrawHUDBackground(gc);

	// Now fill the area under the icon, which can be different 
	// colors based on the state of the item.
	//
	// Don't waste time drawing the fill if the fillMode is set
	// to None

	if (fillMode != FM_None)
	{
		//SetFillColor();
		//gc.SetStyle(DSTY_Translucent);
		//gc.SetTileColor(fillColor);
		//gc.DrawPattern( 
			//slotIconX, slotIconY, 
			//slotFillWidth, slotFillHeight, 
			//0, 0, Texture'Solid' );
	}

	// Don't draw any of this if we're dragging
	if ((item != None) && (item.Icon != None) && (!bDragging))
	{
		// Draw the icon
      		DrawHUDIcon(gc);

		// Text defaults
		gc.SetAlignments(HALIGN_Center, VALIGN_Center);
		gc.EnableWordWrap(false);
		gc.SetTextColor(colObjectNum);

		// Draw the item description at the bottom
		gc.DrawText(1, 42, 42, 7, item.BeltDescription);

		// If there's any additional text (say, for an ammo or weapon), draw it
		if (itemText != "")
			gc.DrawText(slotIconX, itemTextPosY, slotFillWidth, 8, itemText);

		// Draw selection border
		if (bButtonPressed)
		{
			//gc.SetTileColor(colSelectionBorder);
			//gc.SetStyle(DSTY_Masked);
			//gc.DrawBorders(slotIconX - 1, slotIconY - 1, borderWidth, borderHeight, 0, 0, 0, 0, texBorders);
		}
	}
   	else if ((item == None) && (player != None) && (player.Level.NetMode != NM_Standalone) && (player.bBeltIsMPInventory))
  	{
		// Text defaults
		gc.SetAlignments(HALIGN_Center, VALIGN_Center);
		gc.EnableWordWrap(false);
		gc.SetTextColor(colObjectNum);

		if ((objectNum >= 1) && (objectNum <= 9))
      		{
        		 gc.DrawText(1, 42, 42, 7, "ITEMS");
      		}
      
	}
	
	// Draw the Object Slot Number in upper-right corner
	gc.SetAlignments(HALIGN_Right, VALIGN_Center);
	gc.SetTextColor(colObjectNum);
	gc.DrawText(slotNumberX - 1, slotNumberY, 6, 7, objectNum);
}

defaultproperties
{
    texBackground=Texture'Contender.Skins.BeltBox'
    mpBorderTex=Texture'Contender.Skins.BeltBox'
}
