lots of niceguitab changes
This commit is contained in:
parent
c2fa773fae
commit
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@ -1,27 +1,64 @@
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class NiceGUISettings extends Settings_Tabs;
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class NiceGUISettings extends Settings_Tabs;
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//var automated GUIButton skillButtonA;
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//var automated GUIButton skillButtonA;
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var array<string> ForceProjItems;
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var array<string> ForceProjItems;
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// GENERAL WEAPON SETTINGS
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var automated GUISectionBackground bg_WEAP;
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var automated moCheckBox ch_WeapManagement;
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var automated moCheckBox ch_WeapManagement;
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var automated moCheckBox ch_AltSwitches;
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var automated moCheckBox ch_AltSwitches;
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var automated moCheckBox ch_DispCounters;
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var automated moCheckBox ch_DispCounters;
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var automated moCheckBox ch_DisWeapProgress;
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var automated moCheckBox ch_DisWeapProgress;
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var automated moCheckBox ch_ShowHLMessages;
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var automated moCheckBox ch_ShowHLMessages;
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// WEAPON RELOAD SETTINGS
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var automated GUISectionBackground bg_RELOAD;
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var automated moCheckBox ch_CancelFire;
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var automated moCheckBox ch_CancelFire;
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var automated moCheckBox ch_CancelSwitching;
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var automated moCheckBox ch_CancelSwitching;
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var automated moCheckBox ch_CancelNades;
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var automated moCheckBox ch_CancelNades;
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var automated moCheckBox ch_CancelAiming;
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var automated moCheckBox ch_CancelAiming;
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var automated moCheckBox ch_ReloadWontWork;
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var automated moCheckBox ch_ReloadWontWork;
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var automated GUISectionBackground bg_WEAP;
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var automated GUISectionBackground bg_RELOAD;
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// RANDOM SETTINGS
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function InitComponent(GUIController MyController, GUIComponent MyOwner){
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var automated GUISectionBackground bg_RANDOM;
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var automated MoComboBox mo_ZedHPBars;
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function InitComponent(GUIController MyController, GUIComponent MyOwner)
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{
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super.InitComponent(MyController, MyOwner);
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super.InitComponent(MyController, MyOwner);
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mo_ZedHPBars.AddItem("Big Zeds");
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mo_ZedHPBars.AddItem("All Zeds");
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mo_ZedHPBars.AddItem("Disable");
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// GENERAL WEAPON SETTINGS
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bg_WEAP.ManageComponent(ch_WeapManagement);
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bg_WEAP.ManageComponent(ch_AltSwitches);
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bg_WEAP.ManageComponent(ch_DispCounters);
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bg_WEAP.ManageComponent(ch_DisWeapProgress);
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bg_WEAP.ManageComponent(ch_ShowHLMessages);
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// WEAPON RELOAD SETTINGS
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bg_RELOAD.ManageComponent(ch_CancelFire);
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bg_RELOAD.ManageComponent(ch_CancelSwitching);
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bg_RELOAD.ManageComponent(ch_CancelNades);
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bg_RELOAD.ManageComponent(ch_CancelAiming);
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bg_RELOAD.ManageComponent(ch_ReloadWontWork);
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// RANDOM SETTINGS
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bg_RANDOM.ManageComponent(mo_ZedHPBars);
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}
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}
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function InternalOnLoadINI(GUIComponent sender, string s){
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function InternalOnLoadINI(GUIComponent sender, string s)
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{
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local NicePlayerController nicePlayer;
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local NicePlayerController nicePlayer;
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nicePlayer = NicePlayerController(PlayerOwner());
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nicePlayer = NicePlayerController(PlayerOwner());
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if(nicePlayer == none)
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if (nicePlayer == none)
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return;
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return;
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switch(sender){
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switch(sender)
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{
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case ch_WeapManagement:
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case ch_WeapManagement:
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ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement);
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ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement);
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break;
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break;
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@ -52,15 +89,23 @@ function InternalOnLoadINI(GUIComponent sender, string s){
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case ch_ReloadWontWork:
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case ch_ReloadWontWork:
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ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload);
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ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload);
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break;
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break;
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case mo_ZedHPBars:
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mo_ZedHPBars.SetIndex(nicePlayer.ZedHPBarStyle);
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break;
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}
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}
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}
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}
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function InternalOnChange(GUIComponent Sender){
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function InternalOnChange(GUIComponent Sender)
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{
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local NicePlayerController nicePlayer;
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local NicePlayerController nicePlayer;
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super.InternalOnChange(Sender);
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super.InternalOnChange(Sender);
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nicePlayer = NicePlayerController(PlayerOwner());
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nicePlayer = NicePlayerController(PlayerOwner());
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if(nicePlayer == none)
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if (nicePlayer == none)
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return;
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return;
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switch(sender){
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switch(sender)
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{
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case ch_WeapManagement:
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case ch_WeapManagement:
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nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked();
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nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked();
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break;
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break;
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@ -91,183 +136,86 @@ function InternalOnChange(GUIComponent Sender){
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case ch_ReloadWontWork:
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case ch_ReloadWontWork:
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nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked());
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nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked());
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break;
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break;
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case mo_ZedHPBars:
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nicePlayer.ZedHPBarStyle = mo_ZedHPBars.GetIndex();
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log(">>> nicePlayer.ZedHPBarStyle = " $ mo_ZedHPBars.GetIndex());
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break;
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}
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}
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nicePlayer.ClientSaveConfig();
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nicePlayer.ClientSaveConfig();
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}
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}
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// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
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// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
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// tab order
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// tab order
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defaultproperties
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defaultproperties
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{
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{
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Begin Object Class=moCheckBox Name=WeaponManagement
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// GENERAL WEAPON SETTINGS
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CaptionWidth=0.955000
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Caption="Nice weapon management"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=WeaponManagement.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, NicePack will use it's own system to manage weapon switching"
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WinTop=0.050000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=4
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_WeapManagement=WeaponManagement
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Begin Object Class=moCheckBox Name=AltSwitches
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CaptionWidth=0.955000
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Caption="Alt fire switches modes"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=AltSwitches.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire"
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WinTop=0.100000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=6
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_AltSwitches=AltSwitches
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Begin Object Class=moCheckBox Name=DispCounters
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CaptionWidth=0.955000
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Caption="Display counters"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=DispCounters.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Toggles display of the various counters used by skills"
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WinTop=0.150000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=7
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_DispCounters=DispCounters
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Begin Object Class=moCheckBox Name=DispWeapProgress
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CaptionWidth=0.955000
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Caption="Display weapon progress"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=DispWeapProgress.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Displays weapon progress rate, however it's defined by a skill that's using this functionality"
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WinTop=0.200000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=8
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_DisWeapProgress=DispWeapProgress
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Begin Object Class=moCheckBox Name=ShowHLMessages
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CaptionWidth=0.955000
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Caption="Show Hardcore Level messages"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=ShowHLMessages.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Enable to be notified each time Hardcore Level is changed"
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WinTop=0.300000
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WinLeft=0.012500
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WinWidth=0.278000
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TabOrder=9
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_ShowHLMessages=ShowHLMessages
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Begin Object Class=moCheckBox Name=CancelFire
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CaptionWidth=0.955000
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Caption="Cancel reload by shooting"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=CancelFire.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)"
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WinTop=0.050000
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WinLeft=0.517500
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WinWidth=0.287000
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TabOrder=11
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_CancelFire=CancelFire
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Begin Object Class=moCheckBox Name=CancelSwitching
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CaptionWidth=0.955000
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Caption="Cancel reload by switching weapons"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=CancelSwitching.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon"
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WinTop=0.100000
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WinLeft=0.517500
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WinWidth=0.287000
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TabOrder=12
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_CancelSwitching=CancelSwitching
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Begin Object Class=moCheckBox Name=CancelNades
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CaptionWidth=0.955000
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Caption="Cancel reload by throwing grenades"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=CancelNades.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade"
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WinTop=0.150000
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WinLeft=0.517500
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WinWidth=0.287000
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TabOrder=13
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_CancelNades=CancelNades
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Begin Object Class=moCheckBox Name=CancelAiming
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CaptionWidth=0.955000
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Caption="Cancel reload by aiming"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=CancelAiming.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)"
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WinTop=0.200000
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WinLeft=0.517500
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WinWidth=0.287000
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TabOrder=14
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_CancelAiming=CancelAiming
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Begin Object Class=moCheckBox Name=ServerReload
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CaptionWidth=0.955000
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Caption="My reload doesn't work"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=ServerReload.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload"
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WinTop=0.250000
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WinLeft=0.517500
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WinWidth=0.287000
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TabOrder=15
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_ReloadWontWork=ServerReload
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Begin Object Class=GUISectionBackground Name=WEAPBG
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Begin Object Class=GUISectionBackground Name=WEAPBG
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Caption="General weapon settings"
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Caption="General weapon settings"
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WinTop=0.012500
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WinTop=0.012500
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WinWidth=0.495000
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WinWidth=0.495000
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WinHeight=0.287500
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WinHeight=0.287500
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RenderWeight=0.100100
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RenderWeight=0.100100
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OnPreDraw=WeaponsBG.InternalPreDraw
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// OnPreDraw=WeaponsBG.InternalPreDraw
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OnPreDraw=WEAPBG.InternalPreDraw
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End Object
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End Object
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bg_WEAP=WEAPBG
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bg_WEAP=WEAPBG
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Begin Object Class=moCheckBox Name=WeaponManagement
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Caption="Nice weapon management"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=WeaponManagement.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="If checked, NicePack will use it's own system to manage weapon switching"
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_WeapManagement=WeaponManagement
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Begin Object Class=moCheckBox Name=AltSwitches
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Caption="Alt fire switches modes"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=AltSwitches.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire"
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_AltSwitches=AltSwitches
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Begin Object Class=moCheckBox Name=DispCounters
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Caption="Display counters"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=DispCounters.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Toggles display of the various counters used by skills"
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_DispCounters=DispCounters
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Begin Object Class=moCheckBox Name=DispWeapProgress
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Caption="Display weapon progress"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=DispWeapProgress.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Displays weapon progress rate, however it's defined by a skill that's using this functionality"
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_DisWeapProgress=DispWeapProgress
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Begin Object Class=moCheckBox Name=ShowHLMessages
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Caption="Show Hardcore Level messages"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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OnCreateComponent=ShowHLMessages.InternalOnCreateComponent
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IniOption="@Internal"
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Hint="Enable to be notified each time Hardcore Level is changed"
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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
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ch_ShowHLMessages=ShowHLMessages
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// WEAPON RELOAD SETTINGS
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Begin Object Class=GUISectionBackground Name=RELOADBG
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Begin Object Class=GUISectionBackground Name=RELOADBG
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Caption="Weapon reload settings"
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Caption="Weapon reload settings"
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WinTop=0.012500
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WinTop=0.012500
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@ -275,7 +223,87 @@ defaultproperties
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WinWidth=0.495000
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WinWidth=0.495000
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WinHeight=0.287500
|
WinHeight=0.287500
|
||||||
RenderWeight=0.100100
|
RenderWeight=0.100100
|
||||||
OnPreDraw=WeaponsBG.InternalPreDraw
|
// OnPreDraw=WeaponsBG.InternalPreDraw
|
||||||
|
OnPreDraw=RELOADBG.InternalPreDraw
|
||||||
End Object
|
End Object
|
||||||
bg_RELOAD=RELOADBG
|
bg_RELOAD=RELOADBG
|
||||||
|
|
||||||
|
Begin Object Class=moCheckBox Name=CancelFire
|
||||||
|
Caption="Cancel reload by shooting"
|
||||||
|
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||||
|
OnCreateComponent=CancelFire.InternalOnCreateComponent
|
||||||
|
IniOption="@Internal"
|
||||||
|
Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)"
|
||||||
|
OnChange=NiceGUISettings.InternalOnChange
|
||||||
|
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||||
|
End Object
|
||||||
|
ch_CancelFire=CancelFire
|
||||||
|
|
||||||
|
Begin Object Class=moCheckBox Name=CancelSwitching
|
||||||
|
Caption="Cancel reload by switching weapons"
|
||||||
|
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||||
|
OnCreateComponent=CancelSwitching.InternalOnCreateComponent
|
||||||
|
IniOption="@Internal"
|
||||||
|
Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon"
|
||||||
|
OnChange=NiceGUISettings.InternalOnChange
|
||||||
|
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||||
|
End Object
|
||||||
|
ch_CancelSwitching=CancelSwitching
|
||||||
|
|
||||||
|
Begin Object Class=moCheckBox Name=CancelNades
|
||||||
|
Caption="Cancel reload by throwing grenades"
|
||||||
|
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||||
|
OnCreateComponent=CancelNades.InternalOnCreateComponent
|
||||||
|
IniOption="@Internal"
|
||||||
|
Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade"
|
||||||
|
OnChange=NiceGUISettings.InternalOnChange
|
||||||
|
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||||
|
End Object
|
||||||
|
ch_CancelNades=CancelNades
|
||||||
|
|
||||||
|
Begin Object Class=moCheckBox Name=CancelAiming
|
||||||
|
Caption="Cancel reload by aiming"
|
||||||
|
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||||
|
OnCreateComponent=CancelAiming.InternalOnCreateComponent
|
||||||
|
IniOption="@Internal"
|
||||||
|
Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)"
|
||||||
|
OnChange=NiceGUISettings.InternalOnChange
|
||||||
|
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||||
|
End Object
|
||||||
|
ch_CancelAiming=CancelAiming
|
||||||
|
|
||||||
|
Begin Object Class=moCheckBox Name=ServerReload
|
||||||
|
Caption="My reload doesn't work"
|
||||||
|
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
|
||||||
|
OnCreateComponent=ServerReload.InternalOnCreateComponent
|
||||||
|
IniOption="@Internal"
|
||||||
|
Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload"
|
||||||
|
OnChange=NiceGUISettings.InternalOnChange
|
||||||
|
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||||
|
End Object
|
||||||
|
ch_ReloadWontWork=ServerReload
|
||||||
|
|
||||||
|
// RANDOM SETTINGS
|
||||||
|
Begin Object Class=GUISectionBackground Name=randbg
|
||||||
|
Caption="Random settings"
|
||||||
|
WinTop=0.300000
|
||||||
|
WinWidth=0.495000
|
||||||
|
WinHeight=0.287500
|
||||||
|
WinLeft=0.505000
|
||||||
|
RenderWeight=0.100100
|
||||||
|
// OnPreDraw=WeaponsBG.InternalPreDraw
|
||||||
|
OnPreDraw=randbg.InternalPreDraw
|
||||||
|
End Object
|
||||||
|
bg_RANDOM=randbg
|
||||||
|
|
||||||
|
Begin Object class=moComboBox Name=zedhbarpmethod
|
||||||
|
bReadOnly=true
|
||||||
|
CaptionWidth=0.000000
|
||||||
|
Caption="Zed health bars"
|
||||||
|
Hint="Choose what health bars you want to see"
|
||||||
|
OnCreateComponent=zedhbarpmethod.InternalOnCreateComponent
|
||||||
|
OnChange=NiceGUISettings.InternalOnChange
|
||||||
|
OnLoadINI=NiceGUISettings.InternalOnLoadINI
|
||||||
|
End Object
|
||||||
|
mo_ZedHPBars=zedhbarpmethod
|
||||||
}
|
}
|
@ -2,6 +2,8 @@ class NicePlayerController extends ScrnPlayerController
|
|||||||
config(NiceUser)
|
config(NiceUser)
|
||||||
dependson(NicePack)
|
dependson(NicePack)
|
||||||
dependson(NiceFire);
|
dependson(NiceFire);
|
||||||
|
|
||||||
|
var globalconfig int ZedHPBarStyle; // 0 - big zeds, 1 - all, 2 - disabled
|
||||||
var globalconfig int nicePlayerInfoVersionNumber;
|
var globalconfig int nicePlayerInfoVersionNumber;
|
||||||
// These are values stored in a settings file
|
// These are values stored in a settings file
|
||||||
var globalconfig bool bDebug;
|
var globalconfig bool bDebug;
|
||||||
|
@ -285,20 +285,38 @@ static function int GetInvincibilityDuration(KFPlayerReplicationInfo KFPRI){
|
|||||||
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
|
static function int GetInvincibilitySafeMisses(KFPlayerReplicationInfo KFPRI){
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C){
|
|
||||||
|
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C)
|
||||||
|
{
|
||||||
local KFMonster KFEnemy;
|
local KFMonster KFEnemy;
|
||||||
local HUDKillingFloor HKF;
|
local HUDKillingFloor HKF;
|
||||||
|
local int i, hp;
|
||||||
local float MaxDistanceSquared;
|
local float MaxDistanceSquared;
|
||||||
|
|
||||||
MaxDistanceSquared = 640000;
|
MaxDistanceSquared = 640000;
|
||||||
MaxDistanceSquared *= GetHealthBarsDistanceMulti(KFPRI)**2;
|
MaxDistanceSquared *= GetHealthBarsDistanceMulti(KFPRI)**2;
|
||||||
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
|
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
|
||||||
if(HKF == none || C.ViewPort.Actor.Pawn == none || MaxDistanceSquared <= 0)
|
if (HKF == none || C.ViewPort.Actor.Pawn == none || MaxDistanceSquared <= 0)
|
||||||
return;
|
return;
|
||||||
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy){
|
|
||||||
if(KFEnemy.Health > 0 && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared)
|
// read and use player settings
|
||||||
|
// 0 - big zeds, 1 - all, 2 - disabled
|
||||||
|
i = NicePlayerController(C.ViewPort.actor).ZedHPBarStyle;
|
||||||
|
|
||||||
|
if (i == 2)
|
||||||
|
return;
|
||||||
|
else if (i == 1)
|
||||||
|
hp = 0;
|
||||||
|
else
|
||||||
|
hp = 1000;
|
||||||
|
|
||||||
|
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster', KFEnemy)
|
||||||
|
{
|
||||||
|
if (KFEnemy.Health > hp && (!KFEnemy.Cloaked() || KFEnemy.bZapped || KFEnemy.bSpotted) && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared)
|
||||||
HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
|
HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Is player standing still?
|
// Is player standing still?
|
||||||
static function bool IsStandingStill(KFPlayerReplicationInfo KFPRI){
|
static function bool IsStandingStill(KFPlayerReplicationInfo KFPRI){
|
||||||
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none && VSize(PlayerController(KFPRI.Owner).Pawn.Velocity) > 0.0)
|
if(KFPRI != none && PlayerController(KFPRI.Owner) != none && PlayerController(KFPRI.Owner).Pawn != none && VSize(PlayerController(KFPRI.Owner).Pawn.Velocity) > 0.0)
|
||||||
|
@ -158,7 +158,12 @@ function SpawnTwoShots()
|
|||||||
{
|
{
|
||||||
local vector X,Y,Z, FireStart;
|
local vector X,Y,Z, FireStart;
|
||||||
local rotator FireRotation;
|
local rotator FireRotation;
|
||||||
if( Controller!=none && KFDoorMover(Controller.Target)!=none )
|
|
||||||
|
// check this from the very start to prevent any log spam
|
||||||
|
if (Controller == none || IsInState('ZombieDying'))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (KFDoorMover(Controller.Target)!=none )
|
||||||
{
|
{
|
||||||
Controller.Target.TakeDamage(22,Self,Location,vect(0,0,0),Class'DamTypeVomit');
|
Controller.Target.TakeDamage(22,Self,Location,vect(0,0,0),Class'DamTypeVomit');
|
||||||
return;
|
return;
|
||||||
|
Loading…
Reference in New Issue
Block a user