From 9d74b68fb6100b437f7662ad0f6ff2d8fd6981ba Mon Sep 17 00:00:00 2001 From: Shtoyan Date: Sat, 22 Jan 2022 02:17:48 +0400 Subject: [PATCH] x3 spaces -> x4 spaces --- sources/GUI/NiceGUISettings.uc | 516 ++++++++++++++++----------------- 1 file changed, 258 insertions(+), 258 deletions(-) diff --git a/sources/GUI/NiceGUISettings.uc b/sources/GUI/NiceGUISettings.uc index 14e4ce2..330ed1f 100644 --- a/sources/GUI/NiceGUISettings.uc +++ b/sources/GUI/NiceGUISettings.uc @@ -1,304 +1,304 @@ class NiceGUISettings extends UT2K4TabPanel; // GENERAL WEAPON SETTINGS -var automated GUISectionBackground bg_WEAP; -var automated moCheckBox ch_WeapManagement; -var automated moCheckBox ch_AltSwitches; -var automated moCheckBox ch_DispCounters; -var automated moCheckBox ch_DisWeapProgress; -var automated moCheckBox ch_ShowHLMessages; +var automated GUISectionBackground bg_WEAP; +var automated moCheckBox ch_WeapManagement; +var automated moCheckBox ch_AltSwitches; +var automated moCheckBox ch_DispCounters; +var automated moCheckBox ch_DisWeapProgress; +var automated moCheckBox ch_ShowHLMessages; // WEAPON RELOAD SETTINGS -var automated GUISectionBackground bg_RELOAD; -var automated moCheckBox ch_CancelFire; -var automated moCheckBox ch_CancelSwitching; -var automated moCheckBox ch_CancelNades; -var automated moCheckBox ch_CancelAiming; -var automated moCheckBox ch_ReloadWontWork; +var automated GUISectionBackground bg_RELOAD; +var automated moCheckBox ch_CancelFire; +var automated moCheckBox ch_CancelSwitching; +var automated moCheckBox ch_CancelNades; +var automated moCheckBox ch_CancelAiming; +var automated moCheckBox ch_ReloadWontWork; // RANDOM SETTINGS -var automated GUISectionBackground bg_RANDOM; -var automated MoComboBox mo_ZedHPBars; +var automated GUISectionBackground bg_RANDOM; +var automated MoComboBox mo_ZedHPBars; function InitComponent(GUIController MyController, GUIComponent MyOwner) { - super.InitComponent(MyController, MyOwner); + super.InitComponent(MyController, MyOwner); - mo_ZedHPBars.AddItem("Big Zeds"); - mo_ZedHPBars.AddItem("All Zeds"); - mo_ZedHPBars.AddItem("Disable"); + mo_ZedHPBars.AddItem("Big Zeds"); + mo_ZedHPBars.AddItem("All Zeds"); + mo_ZedHPBars.AddItem("Disable"); - // GENERAL WEAPON SETTINGS - bg_WEAP.ManageComponent(ch_WeapManagement); - bg_WEAP.ManageComponent(ch_AltSwitches); - bg_WEAP.ManageComponent(ch_DispCounters); - bg_WEAP.ManageComponent(ch_DisWeapProgress); - bg_WEAP.ManageComponent(ch_ShowHLMessages); + // GENERAL WEAPON SETTINGS + bg_WEAP.ManageComponent(ch_WeapManagement); + bg_WEAP.ManageComponent(ch_AltSwitches); + bg_WEAP.ManageComponent(ch_DispCounters); + bg_WEAP.ManageComponent(ch_DisWeapProgress); + bg_WEAP.ManageComponent(ch_ShowHLMessages); - // WEAPON RELOAD SETTINGS - bg_RELOAD.ManageComponent(ch_CancelFire); - bg_RELOAD.ManageComponent(ch_CancelSwitching); - bg_RELOAD.ManageComponent(ch_CancelNades); - bg_RELOAD.ManageComponent(ch_CancelAiming); - bg_RELOAD.ManageComponent(ch_ReloadWontWork); + // WEAPON RELOAD SETTINGS + bg_RELOAD.ManageComponent(ch_CancelFire); + bg_RELOAD.ManageComponent(ch_CancelSwitching); + bg_RELOAD.ManageComponent(ch_CancelNades); + bg_RELOAD.ManageComponent(ch_CancelAiming); + bg_RELOAD.ManageComponent(ch_ReloadWontWork); - // RANDOM SETTINGS - bg_RANDOM.ManageComponent(mo_ZedHPBars); + // RANDOM SETTINGS + bg_RANDOM.ManageComponent(mo_ZedHPBars); } function InternalOnLoadINI(GUIComponent sender, string s) { - local NicePlayerController nicePlayer; + local NicePlayerController nicePlayer; - nicePlayer = NicePlayerController(PlayerOwner()); - if (nicePlayer == none) - return; + nicePlayer = NicePlayerController(PlayerOwner()); + if (nicePlayer == none) + return; - switch(sender) - { - case ch_WeapManagement: - ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement); - break; - case ch_AltSwitches: - ch_AltSwitches.Checked(nicePlayer.bFlagAltSwitchesModes); - break; - case ch_DispCounters: - ch_DispCounters.Checked(nicePlayer.bFlagDisplayCounters); - break; - case ch_DisWeapProgress: - ch_DisWeapProgress.Checked(nicePlayer.bFlagDisplayWeaponProgress); - break; - case ch_ShowHLMessages: - ch_ShowHLMessages.Checked(nicePlayer.bFlagShowHLMessages); - break; - case ch_CancelFire: - ch_CancelFire.Checked(nicePlayer.bRelCancelByFire); - break; - case ch_CancelSwitching: - ch_CancelSwitching.Checked(nicePlayer.bRelCancelBySwitching); - break; - case ch_CancelNades: - ch_CancelNades.Checked(nicePlayer.bRelCancelByNades); - break; - case ch_CancelAiming: - ch_CancelAiming.Checked(nicePlayer.bRelCancelByAiming); - break; - case ch_ReloadWontWork: - ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload); - break; - case mo_ZedHPBars: - mo_ZedHPBars.SetIndex(nicePlayer.ZedHPBarStyle); - break; - } + switch(sender) + { + case ch_WeapManagement: + ch_WeapManagement.Checked(nicePlayer.bNiceWeaponManagement); + break; + case ch_AltSwitches: + ch_AltSwitches.Checked(nicePlayer.bFlagAltSwitchesModes); + break; + case ch_DispCounters: + ch_DispCounters.Checked(nicePlayer.bFlagDisplayCounters); + break; + case ch_DisWeapProgress: + ch_DisWeapProgress.Checked(nicePlayer.bFlagDisplayWeaponProgress); + break; + case ch_ShowHLMessages: + ch_ShowHLMessages.Checked(nicePlayer.bFlagShowHLMessages); + break; + case ch_CancelFire: + ch_CancelFire.Checked(nicePlayer.bRelCancelByFire); + break; + case ch_CancelSwitching: + ch_CancelSwitching.Checked(nicePlayer.bRelCancelBySwitching); + break; + case ch_CancelNades: + ch_CancelNades.Checked(nicePlayer.bRelCancelByNades); + break; + case ch_CancelAiming: + ch_CancelAiming.Checked(nicePlayer.bRelCancelByAiming); + break; + case ch_ReloadWontWork: + ch_ReloadWontWork.Checked(nicePlayer.bFlagUseServerReload); + break; + case mo_ZedHPBars: + mo_ZedHPBars.SetIndex(nicePlayer.ZedHPBarStyle); + break; + } } function InternalOnChange(GUIComponent Sender) { - local NicePlayerController nicePlayer; + local NicePlayerController nicePlayer; - nicePlayer = NicePlayerController(PlayerOwner()); - if (nicePlayer == none) - return; + nicePlayer = NicePlayerController(PlayerOwner()); + if (nicePlayer == none) + return; - switch(sender) - { - case ch_WeapManagement: - nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked(); - break; - case ch_AltSwitches: - nicePlayer.ServerSetAltSwitchesModes(ch_AltSwitches.IsChecked()); - break; - case ch_DispCounters: - nicePlayer.ServerSetDisplayCounters(ch_DispCounters.IsChecked()); - break; - case ch_DisWeapProgress: - nicePlayer.ServerSetDisplayWeaponProgress(ch_DisWeapProgress.IsChecked()); - break; - case ch_ShowHLMessages: - nicePlayer.ServerSetHLMessages(ch_ShowHLMessages.IsChecked()); - break; - case ch_CancelFire: - nicePlayer.bRelCancelByFire = ch_CancelFire.IsChecked(); - break; - case ch_CancelSwitching: - nicePlayer.bRelCancelBySwitching = ch_CancelSwitching.IsChecked(); - break; - case ch_CancelNades: - nicePlayer.bRelCancelByNades = ch_CancelNades.IsChecked(); - break; - case ch_CancelAiming: - nicePlayer.bRelCancelByAiming = ch_CancelAiming.IsChecked(); - break; - case ch_ReloadWontWork: - nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked()); - break; - case mo_ZedHPBars: - nicePlayer.ZedHPBarStyle = mo_ZedHPBars.GetIndex(); - break; - } - nicePlayer.ClientSaveConfig(); + switch(sender) + { + case ch_WeapManagement: + nicePlayer.bNiceWeaponManagement = ch_WeapManagement.IsChecked(); + break; + case ch_AltSwitches: + nicePlayer.ServerSetAltSwitchesModes(ch_AltSwitches.IsChecked()); + break; + case ch_DispCounters: + nicePlayer.ServerSetDisplayCounters(ch_DispCounters.IsChecked()); + break; + case ch_DisWeapProgress: + nicePlayer.ServerSetDisplayWeaponProgress(ch_DisWeapProgress.IsChecked()); + break; + case ch_ShowHLMessages: + nicePlayer.ServerSetHLMessages(ch_ShowHLMessages.IsChecked()); + break; + case ch_CancelFire: + nicePlayer.bRelCancelByFire = ch_CancelFire.IsChecked(); + break; + case ch_CancelSwitching: + nicePlayer.bRelCancelBySwitching = ch_CancelSwitching.IsChecked(); + break; + case ch_CancelNades: + nicePlayer.bRelCancelByNades = ch_CancelNades.IsChecked(); + break; + case ch_CancelAiming: + nicePlayer.bRelCancelByAiming = ch_CancelAiming.IsChecked(); + break; + case ch_ReloadWontWork: + nicePlayer.ServerSetUseServerReload(ch_ReloadWontWork.IsChecked()); + break; + case mo_ZedHPBars: + nicePlayer.ZedHPBarStyle = mo_ZedHPBars.GetIndex(); + break; + } + nicePlayer.ClientSaveConfig(); } // size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865) // tab order defaultproperties { - // GENERAL WEAPON SETTINGS - Begin Object Class=GUISectionBackground Name=WEAPBG - Caption="General weapon settings" - WinTop=0.012500 - WinWidth=0.495000 - WinHeight=0.287500 - RenderWeight=0.100100 - // OnPreDraw=WeaponsBG.InternalPreDraw - OnPreDraw=WEAPBG.InternalPreDraw - End Object - bg_WEAP=WEAPBG + // GENERAL WEAPON SETTINGS + Begin Object Class=GUISectionBackground Name=WEAPBG + Caption="General weapon settings" + WinTop=0.012500 + WinWidth=0.495000 + WinHeight=0.287500 + RenderWeight=0.100100 + // OnPreDraw=WeaponsBG.InternalPreDraw + OnPreDraw=WEAPBG.InternalPreDraw + End Object + bg_WEAP=WEAPBG - Begin Object Class=moCheckBox Name=WeaponManagement - Caption="Nice weapon management" - ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" - OnCreateComponent=WeaponManagement.InternalOnCreateComponent - IniOption="@Internal" - Hint="If checked, NicePack will use it's own system to manage weapon switching" - OnChange=NiceGUISettings.InternalOnChange - OnLoadINI=NiceGUISettings.InternalOnLoadINI - End Object - ch_WeapManagement=WeaponManagement + Begin Object Class=moCheckBox Name=WeaponManagement + Caption="Nice weapon management" + ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" + OnCreateComponent=WeaponManagement.InternalOnCreateComponent + IniOption="@Internal" + Hint="If checked, NicePack will use it's own system to manage weapon switching" + OnChange=NiceGUISettings.InternalOnChange + OnLoadINI=NiceGUISettings.InternalOnLoadINI + End Object + ch_WeapManagement=WeaponManagement - Begin Object Class=moCheckBox Name=AltSwitches - Caption="Alt fire switches modes" - ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" - OnCreateComponent=AltSwitches.InternalOnCreateComponent - IniOption="@Internal" - Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire" - OnChange=NiceGUISettings.InternalOnChange - OnLoadINI=NiceGUISettings.InternalOnLoadINI - End Object - ch_AltSwitches=AltSwitches + Begin Object Class=moCheckBox Name=AltSwitches + Caption="Alt fire switches modes" + ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" + OnCreateComponent=AltSwitches.InternalOnCreateComponent + IniOption="@Internal" + Hint="Assault-rifle only; if enabled - alt fire button switches between fire modes, otherwise - acts as an alt fire" + OnChange=NiceGUISettings.InternalOnChange + OnLoadINI=NiceGUISettings.InternalOnLoadINI + End Object + ch_AltSwitches=AltSwitches - Begin Object Class=moCheckBox Name=DispCounters - Caption="Display counters" - ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" - OnCreateComponent=DispCounters.InternalOnCreateComponent - IniOption="@Internal" - Hint="Toggles display of the various counters used by skills" - OnChange=NiceGUISettings.InternalOnChange - OnLoadINI=NiceGUISettings.InternalOnLoadINI - End Object - ch_DispCounters=DispCounters + Begin Object Class=moCheckBox Name=DispCounters + Caption="Display counters" + ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" + OnCreateComponent=DispCounters.InternalOnCreateComponent + IniOption="@Internal" + Hint="Toggles display of the various counters used by skills" + OnChange=NiceGUISettings.InternalOnChange + OnLoadINI=NiceGUISettings.InternalOnLoadINI + End Object + ch_DispCounters=DispCounters - Begin Object Class=moCheckBox Name=DispWeapProgress - Caption="Display weapon progress" - ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" - OnCreateComponent=DispWeapProgress.InternalOnCreateComponent - IniOption="@Internal" - Hint="Displays weapon progress rate, however it's defined by a skill that's using this functionality" - OnChange=NiceGUISettings.InternalOnChange - OnLoadINI=NiceGUISettings.InternalOnLoadINI - End Object - ch_DisWeapProgress=DispWeapProgress + Begin Object Class=moCheckBox Name=DispWeapProgress + Caption="Display weapon progress" + ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" + OnCreateComponent=DispWeapProgress.InternalOnCreateComponent + IniOption="@Internal" + Hint="Displays weapon progress rate, however it's defined by a skill that's using this functionality" + OnChange=NiceGUISettings.InternalOnChange + OnLoadINI=NiceGUISettings.InternalOnLoadINI + End Object + ch_DisWeapProgress=DispWeapProgress - Begin Object Class=moCheckBox Name=ShowHLMessages - Caption="Show Hardcore Level messages" - ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" - OnCreateComponent=ShowHLMessages.InternalOnCreateComponent - IniOption="@Internal" - Hint="Enable to be notified each time Hardcore Level is changed" - OnChange=NiceGUISettings.InternalOnChange - OnLoadINI=NiceGUISettings.InternalOnLoadINI - End Object - ch_ShowHLMessages=ShowHLMessages + Begin Object Class=moCheckBox Name=ShowHLMessages + Caption="Show Hardcore Level messages" + ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" + OnCreateComponent=ShowHLMessages.InternalOnCreateComponent + IniOption="@Internal" + Hint="Enable to be notified each time Hardcore Level is changed" + OnChange=NiceGUISettings.InternalOnChange + OnLoadINI=NiceGUISettings.InternalOnLoadINI + End Object + ch_ShowHLMessages=ShowHLMessages - // WEAPON RELOAD SETTINGS - Begin Object Class=GUISectionBackground Name=RELOADBG - Caption="Weapon reload settings" - WinTop=0.012500 - WinLeft=0.505000 - WinWidth=0.495000 - WinHeight=0.287500 - RenderWeight=0.100100 - // OnPreDraw=WeaponsBG.InternalPreDraw - OnPreDraw=RELOADBG.InternalPreDraw - End Object - bg_RELOAD=RELOADBG + // WEAPON RELOAD SETTINGS + Begin Object Class=GUISectionBackground Name=RELOADBG + Caption="Weapon reload settings" + WinTop=0.012500 + WinLeft=0.505000 + WinWidth=0.495000 + WinHeight=0.287500 + RenderWeight=0.100100 + // OnPreDraw=WeaponsBG.InternalPreDraw + OnPreDraw=RELOADBG.InternalPreDraw + End Object + 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=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=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 } \ No newline at end of file