cleanup
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605d020251
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46216c87f4
@ -1,8 +1,10 @@
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class NiceInteraction extends Interaction
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dependson(NicePack)
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dependson(NiceAbilityManager);
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#exec OBJ LOAD FILE=KillingFloorHUD.utx
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#exec OBJ LOAD FILE=KillingFloor2HUD.utx
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var NicePack NicePackMutator;
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var Material bleedIcon, poisonIcon;
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var Texture greenBar, redBar;
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@ -33,7 +35,7 @@ function RegisterMutator(NicePack activePack)
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NicePackMutator = activePack;
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}
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final private function bool bIsPoisoned(ScrnHumanPawn pwn)
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final private function bool bIsPoisoned(NiceHumanPawn pwn)
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{
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local Inventory I;
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@ -41,14 +43,14 @@ final private function bool bIsPoisoned(ScrnHumanPawn pwn)
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{
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for (I = pwn.Inventory; I != none; I = I.Inventory)
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{
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if (MeanPoisonInventory(I) != none)
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if (I.IsA('MeanPoisonInventory'))
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return true;
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}
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}
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return false;
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}
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final private function bool bIsBleeding(ScrnHumanPawn pwn)
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final private function bool bIsBleeding(NiceHumanPawn pwn)
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{
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local Inventory I;
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@ -56,7 +58,7 @@ final private function bool bIsBleeding(ScrnHumanPawn pwn)
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{
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for (I = pwn.Inventory; I != none; I = I.Inventory)
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{
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if (MeanBleedInventory(I) != none)
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if (I.IsA('MeanBleedInventory'))
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return true;
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}
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}
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@ -69,7 +71,10 @@ final private function UpdateNiceWeapProgressSet(NiceHumanPawn pwn)
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local NiceWeapon niceWeap;
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local WeaponProgressDisplay newProgress;
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if (pwn != none && pwn.Inventory != none)
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// clean this!
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niceWeapProgressSet.Length = 0;
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if (pwn.Inventory != none)
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{
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for (I = pwn.Inventory; I != none; I = I.Inventory)
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{
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@ -106,20 +111,20 @@ function PostRender(Canvas C)
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// local Rotator CamRot;
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// local float OffsetX, BarLength, BarHeight, XL, YL, posY;
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if(C == none) return;
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if(C.ViewPort == none) return;
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if(C.ViewPort.Actor == none) return;
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if(C.ViewPort.Actor.Pawn == none) return;
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if (C == none || C.ViewPort == none || C.ViewPort.Actor == none || C.ViewPort.Actor.Pawn == none)
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return;
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nicePlayer = NicePlayerController(C.ViewPort.Actor.Pawn.Controller);
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niceWeap = NiceWeapon(C.ViewPort.Actor.Pawn.Weapon);
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if (nicePlayer == none)
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return;
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scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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//// Draw bleed and poison icons for OWNER
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offset = 4;
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// BLEED!!!
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if (bIsBleeding(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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if (bIsBleeding(nicePawn))
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{
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x = C.ClipX * 0.007;
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y = C.ClipY * 0.93 - size * offset;
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@ -128,7 +133,7 @@ function PostRender(Canvas C)
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}
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offset++;
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// POISON!!!
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if (bIsPoisoned(ScrnHumanPawn(C.ViewPort.Actor.Pawn)))
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if (bIsPoisoned(nicePawn))
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{
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x = C.ClipX * 0.007;
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y = C.ClipY * 0.93 - size * offset;
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@ -136,7 +141,7 @@ function PostRender(Canvas C)
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C.DrawTile(poisonIcon, size, size, 0, 0, poisonIcon.MaterialUSize(), poisonIcon.MaterialVSize());
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}
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// draw bleed and poison icons for TEAMMATES
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// TODO draw bleed and poison icons for TEAMMATES
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// C.GetCAmeraLocation(CamPos, CamRot);
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// ViewDir = vector(CamRot);
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// kfHud = HUDKillingFloor(ViewportOwner.Actor.myHUD);
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@ -177,39 +182,8 @@ function PostRender(Canvas C)
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// }
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// }
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if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
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{
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C.ColorModulate.X = 1;
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C.ColorModulate.Y = 1;
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C.ColorModulate.Z = 1;
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C.ColorModulate.W = scrnHUDInstance.HudOpacity / 255;
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if(!scrnHUDInstance.bLightHud)
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scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsBG);
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scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsIcon);
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scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
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scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
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}
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niceMutator = class'NicePack'.static.Myself(C.ViewPort.Actor.Pawn.Level);
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if (niceMutator == none)
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return;
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//// Draw counters
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if(nicePlayer != none && nicePlayer.bFlagDisplayCounters)
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{
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x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
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y = C.ClipY * 0.01;
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for(i = 0;i < niceMutator.niceCounterSet.Length;i ++)
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if(niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue){
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DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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x += 128 + 4;
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}
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}
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nicePawn = NiceHumanPawn(nicePlayer.pawn);
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//// Draw weapons progress bars
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// at first update weapon info
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niceWeapProgressSet.Length = 0;
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UpdateNiceWeapProgressSet(nicePawn);
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if (nicePawn != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerMultitasker')
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@ -225,6 +199,21 @@ function PostRender(Canvas C)
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}
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}
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scrnHUDInstance = ScrnHUD(nicePlayer.myHUD);
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if (niceWeap != none && niceWeap.bShowSecondaryCharge && scrnHUDInstance != none)
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{
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C.ColorModulate.X = 1;
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C.ColorModulate.Y = 1;
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C.ColorModulate.Z = 1;
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C.ColorModulate.W = scrnHUDInstance.HudOpacity / 255;
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if (!scrnHUDInstance.bLightHud)
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scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsBG);
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scrnHUDInstance.DrawSpriteWidget(C, scrnHUDInstance.SecondaryClipsIcon);
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scrnHUDInstance.SecondaryClipsDigits.value = niceWeap.secondaryCharge;
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scrnHUDInstance.DrawNumericWidget(C, scrnHUDInstance.SecondaryClipsDigits, scrnHUDInstance.DigitsSmall);
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}
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//// Draw invincibility bar
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if (nicePawn != none && nicePawn.invincibilityTimer != 0.0)
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{
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@ -238,18 +227,16 @@ function PostRender(Canvas C)
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barWidth = C.ClipX * 0.2;
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niceVet = class'NiceVeterancyTypes'.static.
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GetVeterancy(nicePawn.PlayerReplicationInfo);
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if(niceVet != none){
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if(nicePawn.invincibilityTimer > 0){
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barWidth *= nicePawn.invincibilityTimer
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/ niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
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}
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else{
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barWidth *= nicePawn.invincibilityTimer /
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class'NiceSkillZerkGunzerker'.default.cooldown;
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}
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if (niceVet != none)
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{
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if (nicePawn.invincibilityTimer > 0)
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barWidth *= nicePawn.invincibilityTimer / niceVet.static.GetInvincibilityDuration(nicePawn.KFPRI);
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else
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barWidth *= nicePawn.invincibilityTimer / class'NiceSkillZerkGunzerker'.default.cooldown;
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}
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else
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barWidth = 0;
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x = center - (barWidth / 2);
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C.SetPos(x, y);
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C.DrawTile(barTexture, barWidth, 32, 0, 0, barTexture.MaterialUSize(), barTexture.MaterialVSize());
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@ -257,20 +244,39 @@ function PostRender(Canvas C)
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return;
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missesSpace = 10; // 64x64 => 16x16
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missesHeight = 16;
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missesWidth = nicePawn.safeMeleeMisses * 16
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+ (nicePawn.safeMeleeMisses - 1) * missesSpace;
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missesWidth = nicePawn.safeMeleeMisses * 16 + (nicePawn.safeMeleeMisses - 1) * missesSpace;
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missesX = center - (missesWidth / 2);
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missesY = y + (32 - missesHeight) * 0.5;
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for(i = 0;i < nicePawn.safeMeleeMisses;i ++){
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for (i = 0; i < nicePawn.safeMeleeMisses; i++)
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{
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C.SetPos(missesX + i * (16 + missesSpace), missesY);
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C.DrawTile(shield, 16, 16, 0, 0, shield.MaterialUSize(), shield.MaterialVSize());
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}
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}
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// Draw cooldowns
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//// Draw cooldowns
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if (nicePlayer.abilityManager == none)
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return;
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for (i = 0; i < nicePlayer.abilityManager.currentAbilitiesAmount; i++)
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DrawAbilityCooldown(C, i);
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//// Draw counters
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niceMutator = class'NicePack'.static.Myself(nicePawn.Level);
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if (niceMutator != none && nicePlayer != none && nicePlayer.bFlagDisplayCounters)
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{
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x = C.ClipX * 0.5 - (64 + 2) * niceMutator.GetVisibleCountersAmount();
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y = C.ClipY * 0.01;
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for (i = 0; i < niceMutator.niceCounterSet.Length; i++)
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{
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if (niceMutator.niceCounterSet[i].value != 0 || niceMutator.niceCounterSet[i].bShowZeroValue)
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{
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DrawCounter(C, niceMutator.niceCounterSet[i], x, y, C.ViewPort.Actor.Pawn.PlayerReplicationInfo.Team);
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x += 128 + 4;
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}
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}
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}
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}
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function DrawCounter(Canvas C, NicePack.CounterDisplay counter, int x, int y, TeamInfo team){
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@ -443,11 +449,13 @@ function DrawWeaponProgress(Canvas C, WeaponProgressDisplay weapProgress, int x,
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}
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}
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function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
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function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta)
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{
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local bool bNeedsReload;
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local string Alias, LeftPart, RigthPart;
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local NiceWeapon niceWeap;
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local NicePlayerController nicePlayer;
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// Find controller and current weapon
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nicePlayer = NicePlayerController(ViewportOwner.Actor);
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if (nicePlayer == none)
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@ -455,27 +463,32 @@ function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
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if (nicePlayer.Pawn != none)
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niceWeap = NiceWeapon(nicePlayer.Pawn.Weapon);
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// If this is a button press - detect alias
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if(Action == IST_Press){
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if (Action == IST_Press)
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{
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// Check for reload command
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Alias = nicePlayer.ConsoleCommand("KEYBINDING" @ nicePlayer.ConsoleCommand("KEYNAME" @ Key));
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if (nicePlayer.bAdvReloadCheck)
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bNeedsReload = InStr(Caps(Alias), "RELOADMENOW") > -1 || InStr(Caps(Alias), "RELOADWEAPON") > -1;
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if (Divide(Alias, " ", LeftPart, RigthPart))
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Alias = LeftPart;
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if(Key == IK_MouseWheelUp || Key == IK_MouseWheelDown){
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if (Key == IK_MouseWheelUp || Key == IK_MouseWheelDown)
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{
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nicePlayer.UpdateSelectors();
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if(nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement){
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if (nicePlayer.hasZeroSelector && nicePlayer.bUsesMouseWheel && nicePlayer.bNiceWeaponManagement)
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{
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nicePlayer.ScrollSelector(0, nicePlayer.bMouseWheelLoops, Key == IK_MouseWheelUp);
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return true;
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}
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}
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}
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// Open trader on movement
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if (Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
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|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis"){
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|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis")
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{
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// Open trader if it's a pre-game
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if(NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none){
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if (NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none)
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{
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nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight);
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nicePlayer.bOpenedInitTrader = true;
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return true;
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@ -488,6 +501,7 @@ function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta){
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niceWeap.ClientReloadMeNow();
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return false;
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}
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defaultproperties
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{
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bleedIcon=Texture'NicePackT.MeanZeds.bleedIcon'
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