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//============================================================================= // HUD: Superclass of the heads-up display. //============================================================================= class HUD extends Actor abstract native config(user); //============================================================================= // Variables. var globalconfig int HudMode; var globalconfig int Crosshair; var() class<menu> MainMenuType; var() string HUDConfigWindowType; var color WhiteColor; var Menu MainMenu; var Mutator HUDMutator; var PlayerPawn PlayerOwner; // always the actual owner struct HUDLocalizedMessage { var Class<LocalMessage> Message; var int Switch; var PlayerReplicationInfo RelatedPRI; var Object OptionalObject; var float EndOfLife; var float LifeTime; var bool bDrawing; var int numLines; var string StringMessage; var color DrawColor; var font StringFont; var float XL, YL; var float YPos; }; function ClearMessage(out HUDLocalizedMessage M) { M.Message = None; M.Switch = 0; M.RelatedPRI = None; M.OptionalObject = None; M.EndOfLife = 0; M.StringMessage = ""; M.DrawColor = WhiteColor; M.XL = 0; M.bDrawing = false; } function CopyMessage(out HUDLocalizedMessage M1, HUDLocalizedMessage M2) { M1.Message = M2.Message; M1.Switch = M2.Switch; M1.RelatedPRI = M2.RelatedPRI; M1.OptionalObject = M2.OptionalObject; M1.EndOfLife = M2.EndOfLife; M1.StringMessage = M2.StringMessage; M1.DrawColor = M2.DrawColor; M1.XL = M2.XL; M1.YL = M2.YL; M1.YPos = M2.YPos; M1.bDrawing = M2.bDrawing; M1.LifeTime = M2.LifeTime; M1.numLines = M2.numLines; } //============================================================================= // Status drawing. simulated event PreRender( canvas Canvas ); simulated event PostRender( canvas Canvas ); simulated function InputNumber(byte F); simulated function ChangeHud(int d); simulated function ChangeCrosshair(int d); simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY); //============================================================================= // Messaging. simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name N ); simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional string CriticalString ); simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone ) { PlayerPawn(Owner).ClientMessage(S); if (PlayerPawn(Owner).bMessageBeep) PlayerPawn(Owner).PlayBeepSound(); } // DisplayMessages is called by the Console in PostRender. // It offers the HUD a chance to deal with messages instead of the // Console. Returns true if messages were dealt with. simulated function bool DisplayMessages(canvas Canvas) { return false; } defaultproperties { HUDConfigWindowType="UMenu.UMenuHUDConfigCW" WhiteColor=(G=128,B=255) bHidden=True RemoteRole=ROLE_SimulatedProxy } |
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