x3 spaces -> x4 spaces
This commit is contained in:
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63c3907378
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9d74b68fb6
@ -1,304 +1,304 @@
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class NiceGUISettings extends UT2K4TabPanel;
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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_AltSwitches;
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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_ShowHLMessages;
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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_AltSwitches;
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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_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_CancelSwitching;
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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_ReloadWontWork;
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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_CancelSwitching;
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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_ReloadWontWork;
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// RANDOM SETTINGS
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var automated GUISectionBackground bg_RANDOM;
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var automated MoComboBox mo_ZedHPBars;
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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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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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// 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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// 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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// RANDOM SETTINGS
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bg_RANDOM.ManageComponent(mo_ZedHPBars);
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}
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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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if (nicePlayer == none)
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return;
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nicePlayer = NicePlayerController(PlayerOwner());
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if (nicePlayer == none)
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return;
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switch(sender)
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{
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case ch_WeapManagement:
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ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement);
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break;
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case ch_AltSwitches:
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ch_AltSwitches.Checked(nicePlayer.bFlagAltSwitchesModes);
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break;
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case ch_DispCounters:
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ch_DispCounters.Checked(nicePlayer.bFlagDisplayCounters);
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break;
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case ch_DisWeapProgress:
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ch_DisWeapProgress.Checked(nicePlayer.bFlagDisplayWeaponProgress);
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break;
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case ch_ShowHLMessages:
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ch_ShowHLMessages.Checked(nicePlayer.bFlagShowHLMessages);
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break;
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case ch_CancelFire:
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ch_CancelFire.Checked(nicePlayer.bRelCancelByFire);
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break;
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case ch_CancelSwitching:
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ch_CancelSwitching.Checked(nicePlayer.bRelCancelBySwitching);
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break;
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case ch_CancelNades:
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ch_CancelNades.Checked(nicePlayer.bRelCancelByNades);
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break;
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case ch_CancelAiming:
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ch_CancelAiming.Checked(nicePlayer.bRelCancelByAiming);
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break;
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case ch_ReloadWontWork:
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ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload);
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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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switch(sender)
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{
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case ch_WeapManagement:
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ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement);
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break;
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case ch_AltSwitches:
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ch_AltSwitches.Checked(nicePlayer.bFlagAltSwitchesModes);
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break;
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case ch_DispCounters:
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ch_DispCounters.Checked(nicePlayer.bFlagDisplayCounters);
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break;
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case ch_DisWeapProgress:
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ch_DisWeapProgress.Checked(nicePlayer.bFlagDisplayWeaponProgress);
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break;
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case ch_ShowHLMessages:
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ch_ShowHLMessages.Checked(nicePlayer.bFlagShowHLMessages);
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break;
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case ch_CancelFire:
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ch_CancelFire.Checked(nicePlayer.bRelCancelByFire);
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break;
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case ch_CancelSwitching:
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ch_CancelSwitching.Checked(nicePlayer.bRelCancelBySwitching);
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break;
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case ch_CancelNades:
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ch_CancelNades.Checked(nicePlayer.bRelCancelByNades);
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break;
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case ch_CancelAiming:
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ch_CancelAiming.Checked(nicePlayer.bRelCancelByAiming);
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break;
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case ch_ReloadWontWork:
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ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload);
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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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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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nicePlayer = NicePlayerController(PlayerOwner());
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if (nicePlayer == none)
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return;
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nicePlayer = NicePlayerController(PlayerOwner());
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if (nicePlayer == none)
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return;
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switch(sender)
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{
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case ch_WeapManagement:
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nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked();
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break;
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case ch_AltSwitches:
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nicePlayer.ServerSetAltSwitchesModes(ch_AltSwitches.IsChecked());
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break;
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case ch_DispCounters:
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nicePlayer.ServerSetDisplayCounters(ch_DispCounters.IsChecked());
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break;
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case ch_DisWeapProgress:
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nicePlayer.ServerSetDisplayWeaponProgress(ch_DisWeapProgress.IsChecked());
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break;
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case ch_ShowHLMessages:
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nicePlayer.ServerSetHLMessages(ch_ShowHLMessages.IsChecked());
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break;
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case ch_CancelFire:
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nicePlayer.bRelCancelByFire = ch_CancelFire.IsChecked();
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break;
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case ch_CancelSwitching:
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nicePlayer.bRelCancelBySwitching = ch_CancelSwitching.IsChecked();
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break;
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case ch_CancelNades:
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nicePlayer.bRelCancelByNades = ch_CancelNades.IsChecked();
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break;
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case ch_CancelAiming:
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nicePlayer.bRelCancelByAiming = ch_CancelAiming.IsChecked();
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break;
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case ch_ReloadWontWork:
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nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked());
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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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break;
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}
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nicePlayer.ClientSaveConfig();
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switch(sender)
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{
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case ch_WeapManagement:
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nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked();
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break;
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case ch_AltSwitches:
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nicePlayer.ServerSetAltSwitchesModes(ch_AltSwitches.IsChecked());
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break;
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case ch_DispCounters:
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nicePlayer.ServerSetDisplayCounters(ch_DispCounters.IsChecked());
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break;
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case ch_DisWeapProgress:
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nicePlayer.ServerSetDisplayWeaponProgress(ch_DisWeapProgress.IsChecked());
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break;
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case ch_ShowHLMessages:
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nicePlayer.ServerSetHLMessages(ch_ShowHLMessages.IsChecked());
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break;
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case ch_CancelFire:
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nicePlayer.bRelCancelByFire = ch_CancelFire.IsChecked();
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break;
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case ch_CancelSwitching:
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nicePlayer.bRelCancelBySwitching = ch_CancelSwitching.IsChecked();
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break;
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case ch_CancelNades:
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nicePlayer.bRelCancelByNades = ch_CancelNades.IsChecked();
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break;
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case ch_CancelAiming:
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nicePlayer.bRelCancelByAiming = ch_CancelAiming.IsChecked();
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break;
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case ch_ReloadWontWork:
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nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked());
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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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break;
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}
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nicePlayer.ClientSaveConfig();
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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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// tab order
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defaultproperties
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{
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// GENERAL WEAPON SETTINGS
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Begin Object Class=GUISectionBackground Name=WEAPBG
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Caption="General weapon settings"
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WinTop=0.012500
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WinWidth=0.495000
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WinHeight=0.287500
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RenderWeight=0.100100
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// OnPreDraw=WeaponsBG.InternalPreDraw
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OnPreDraw=WEAPBG.InternalPreDraw
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End Object
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bg_WEAP=WEAPBG
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// GENERAL WEAPON SETTINGS
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Begin Object Class=GUISectionBackground Name=WEAPBG
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Caption="General weapon settings"
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WinTop=0.012500
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WinWidth=0.495000
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WinHeight=0.287500
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RenderWeight=0.100100
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// OnPreDraw=WeaponsBG.InternalPreDraw
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OnPreDraw=WEAPBG.InternalPreDraw
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End Object
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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=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=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=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=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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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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Caption="Weapon reload settings"
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WinTop=0.012500
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WinLeft=0.505000
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WinWidth=0.495000
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WinHeight=0.287500
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RenderWeight=0.100100
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// OnPreDraw=WeaponsBG.InternalPreDraw
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OnPreDraw=RELOADBG.InternalPreDraw
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End Object
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bg_RELOAD=RELOADBG
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// WEAPON RELOAD SETTINGS
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Begin Object Class=GUISectionBackground Name=RELOADBG
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Caption="Weapon reload settings"
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WinTop=0.012500
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WinLeft=0.505000
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WinWidth=0.495000
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WinHeight=0.287500
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RenderWeight=0.100100
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// OnPreDraw=WeaponsBG.InternalPreDraw
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OnPreDraw=RELOADBG.InternalPreDraw
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End Object
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bg_RELOAD=RELOADBG
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Begin Object Class=moCheckBox Name=CancelFire
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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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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=CancelFire
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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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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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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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OnChange=NiceGUISettings.InternalOnChange
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OnLoadINI=NiceGUISettings.InternalOnLoadINI
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End Object
|
||||
ch_CancelSwitching=CancelSwitching
|
||||
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=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=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
|
||||
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
|
||||
// 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
|
||||
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
|
||||
}
|
Loading…
Reference in New Issue
Block a user