class SRStatList extends GUIVertList; // Display var texture InfoBackground; // State var localized array ProgressName; var array StatProgress; var array DisplayFormat; // 0 - value, 1 - time function bool PreDraw(Canvas Canvas) { return false; } function InitList( ClientPerkRepLink L ) { local SRCustomProgress P; local int i; for( P=L.CustomLink; P!=None; P=P.NextLink ) ++i; ItemCount = Default.ProgressName.Length+i; ProgressName.Length = ItemCount; StatProgress.Length = ItemCount; i = Default.ProgressName.Length; for( P=L.CustomLink; P!=None; P=P.NextLink ) { ProgressName[i] = P.ProgressName; StatProgress[i] = P.GetDisplayString(); ++i; } // Update the ItemCount and select the first item SetIndex(0); StatProgress[0] = string(L.RDamageHealedStat); StatProgress[1] = string(L.RWeldingPointsStat); StatProgress[2] = string(L.RShotgunDamageStat); StatProgress[3] = string(L.RHeadshotKillsStat); StatProgress[4] = string(L.RChainsawKills); StatProgress[5] = string(L.RStalkerKillsStat); StatProgress[6] = string(L.RBullpupDamageStat); StatProgress[7] = string(L.RMeleeDamageStat); StatProgress[8] = string(L.RFlameThrowerDamageStat); StatProgress[9] = string(L.RSelfHealsStat); StatProgress[10] = string(L.RSoleSurvivorWavesStat); StatProgress[11] = string(L.RCashDonatedStat); StatProgress[12] = string(L.RFeedingKillsStat); StatProgress[13] = string(L.RHuntingShotgunKills); StatProgress[14] = string(L.RBurningCrossbowKillsStat); StatProgress[15] = string(L.RGibbedFleshpoundsStat); StatProgress[16] = string(L.RStalkersKilledWithExplosivesStat); StatProgress[17] = string(L.RExplosivesDamageStat); StatProgress[18] = string(L.RGibbedEnemiesStat); StatProgress[19] = string(L.RBloatKillsStat); StatProgress[20] = string(L.RTotalZedTimeStat); StatProgress[21] = string(L.RSirenKillsStat); StatProgress[22] = string(L.RKillsStat); StatProgress[23] = string(L.RMedicKnifeKills); StatProgress[24] = string(L.TotalPlayTime); StatProgress[25] = string(L.WinsCount); StatProgress[26] = string(L.LostsCount); for( i=0; i