less scrn hardcode, new guicbx copy-cat
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13
sources/GUI/NiceGUICheckBoxButton.uc
Normal file
13
sources/GUI/NiceGUICheckBoxButton.uc
Normal file
@ -0,0 +1,13 @@
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class NiceGUICheckBoxButton extends GUICheckBoxButton;
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defaultproperties
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{
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CheckedOverlay(0)=Texture'KF_InterfaceArt_tex.Menu.Checkbox' // checked
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CheckedOverlay(1)=Texture'KF_InterfaceArt_tex.Menu.checkbox_highlight' // checked, mouse over
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CheckedOverlay(2)=Texture'KF_InterfaceArt_tex.Menu.checkbox_highlight' // checked, focused
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CheckedOverlay(3)=Texture'KF_InterfaceArt_tex.Menu.checkbox_dark' // checked, clicked
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CheckedOverlay(4)=Texture'KF_InterfaceArt_tex.Menu.checkbox_dark' // checked, disabled
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ImageIndex=0
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bAllOverlay=False
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StyleName="CheckBox"
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}
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@ -157,7 +157,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -168,7 +168,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -179,7 +179,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -190,7 +190,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -201,7 +201,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -225,7 +225,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -236,7 +236,7 @@ defaultproperties
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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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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -247,7 +247,7 @@ defaultproperties
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Begin Object Class=moCheckBox Name=CancelNades
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Caption="Cancel reload by throwing grenades"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -258,7 +258,7 @@ defaultproperties
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Begin Object Class=moCheckBox Name=CancelAiming
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Caption="Cancel reload by aiming"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -269,7 +269,7 @@ defaultproperties
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Begin Object Class=moCheckBox Name=ServerReload
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Caption="My reload doesn't work"
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ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
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ComponentClassName="NicePack.NiceGUICheckBoxButton"
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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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@ -8,16 +8,16 @@ function InitComponent(GUIController MyController, GUIComponent MyOwner){
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local SRMenuAddition M;
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local int indexAfterScrn;
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// Setup panel classes.
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Panels[0].ClassName = string(Class'ScrnBalanceSrv.ScrnTab_MidGamePerks');
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Panels[0].ClassName = string(class'ScrnTab_MidGamePerks');
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Panels[1].ClassName = string(class'NicePanelSkills');
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Panels[2].ClassName = string(Class'SRTab_MidGameVoiceChat');
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Panels[3].ClassName = string(Class'SRTab_MidGameStats');
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Panels[0].Caption = Class'KFInvasionLoginMenu'.Default.Panels[1].Caption;
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Panels[2].ClassName = string(class'SRTab_MidGameVoiceChat');
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Panels[3].ClassName = string(class'SRTab_MidGameStats');
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Panels[0].Caption = class'KFInvasionLoginMenu'.Default.Panels[1].Caption;
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Panels[1].Caption = "Skills";
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Panels[2].Caption = Class'KFInvasionLoginMenu'.Default.Panels[2].Caption;
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Panels[0].Hint = Class'KFInvasionLoginMenu'.Default.Panels[1].Hint;
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Panels[2].Caption = class'KFInvasionLoginMenu'.Default.Panels[2].Caption;
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Panels[0].Hint = class'KFInvasionLoginMenu'.Default.Panels[1].Hint;
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Panels[1].Hint = "Customize your perk";
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Panels[2].Hint = Class'KFInvasionLoginMenu'.Default.Panels[2].Hint;
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Panels[2].Hint = class'KFInvasionLoginMenu'.Default.Panels[2].Hint;
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b_Spec.Caption=class'KFTab_MidGamePerks'.default.b_Spec.Caption;
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b_MatchSetup.Caption=class'KFTab_MidGamePerks'.default.b_MatchSetup.Caption;
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b_KickVote.Caption=class'KFTab_MidGamePerks'.default.b_KickVote.Caption;
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@ -28,11 +28,12 @@ function InitComponent(GUIController MyController, GUIComponent MyOwner){
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b_Settings.Caption=class'KFTab_MidGamePerks'.default.b_Settings.Caption;
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b_Browser.Caption=class'KFTab_MidGamePerks'.default.b_Browser.Caption;
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// Other panels
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Panels[4].ClassName = "ScrnBalanceSrv.ScrnTab_Achievements";
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Panels[4].ClassName = string(class'ScrnTab_Achievements');
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Panels[4].Caption = "Achievements";
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Panels[4].Hint = "ScrN server-side achievements";
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if(default.bShowScrnMenu){
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Panels[5].ClassName = "ScrnBalanceSrv.ScrnTab_UserSettings";
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if (default.bShowScrnMenu)
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{
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Panels[5].ClassName = string(class'ScrnTab_UserSettings');
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Panels[5].Caption = "ScrN Features";
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Panels[5].Hint = "ScrN Balance features, settings and info";
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indexAfterScrn = 6;
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@ -67,8 +67,8 @@ function ReplaceRequiredEquipment(){
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Super.ReplaceRequiredEquipment();
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RequiredEquipment[0] = String(class'NiceMachete');
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RequiredEquipment[1] = String(class'Nice9mmPlus');
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RequiredEquipment[2] = String(class'ScrnBalanceSrv.ScrnFrag');
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RequiredEquipment[3] = String(class'ScrnBalanceSrv.ScrnSyringe');
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RequiredEquipment[2] = String(class'ScrnFrag');
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RequiredEquipment[3] = String(class'ScrnSyringe');
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RequiredEquipment[4] = String(class'KFMod.Welder');
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}
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simulated function int CalculateCalibrationScore(){
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@ -510,7 +510,7 @@ function bool AddInventory(inventory NewItem){
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if((DualDeagle(weap) != none || Dual44Magnum(weap) != none || DualMK23Pistol(weap) != none)
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&& weap.InventoryGroup != 4 ) {
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if(KFPRI != none &&
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ClassIsChildOf(KFPRI.ClientVeteranSkill, class'ScrnBalanceSrv.ScrnVetGunslinger'))
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ClassIsChildOf(KFPRI.ClientVeteranSkill, class'ScrnVetGunslinger'))
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weap.InventoryGroup = 3;
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else
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weap.InventoryGroup = 2;
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@ -96,7 +96,7 @@ static function class<Grenade> GetNadeType(KFPlayerReplicationInfo KFPRI)
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//can't cook fire nades
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static function bool CanCookNade(KFPlayerReplicationInfo KFPRI, Weapon Weap)
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{
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return GetNadeType(KFPRI) != class'ScrnBalanceSrv.ScrnFlameNade';
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return GetNadeType(KFPRI) != class'ScrnFlameNade';
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}
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//v2.60: +60% faster charge with Husk Gun
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static function float GetReloadSpeedModifierStatic(KFPlayerReplicationInfo KFPRI, class<KFWeapon> Other)
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@ -1626,8 +1626,8 @@ defaultproperties
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{
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recordedZoomTime=-1.000000
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SecondaryCharge=1
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LaserAttachmentClass=Class'ScrnBalanceSrv.ScrnLaserAttachmentFirstPerson'
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LaserDotClass=Class'ScrnBalanceSrv.ScrnLocalLaserDot'
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LaserAttachmentClass=Class'ScrnLaserAttachmentFirstPerson'
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LaserDotClass=Class'ScrnLocalLaserDot'
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LaserAttachmentBone="LightBone"
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MagazineBone="Magazine"
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bHasChargePhase=True
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@ -135,7 +135,7 @@ simulated function HurtRadius( float DamageAmount, float DamageRadius, class<Dam
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if( Role == ROLE_Authority )
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{
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if ( bBlewInHands && NumKilled >= 5 && Stats != none )
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class'ScrnBalanceSrv.ScrnAchievements'.static.ProgressAchievementByID(Stats.Rep, 'SuicideBomber', 1);
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class'ScrnAchievements'.static.ProgressAchievementByID(Stats.Rep, 'SuicideBomber', 1);
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if ( NumKilled >= 4 )
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{
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@ -11,7 +11,7 @@ function Timer()
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// if (AmmoInCharge == MaxChargeAmmo) {
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// Player = Level.GetLocalPlayerController();
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// if (Player != none)
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// Player.ReceiveLocalizedMessage(class'ScrnBalanceSrv.ScrnPlayerMessage',0);
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// Player.ReceiveLocalizedMessage(class'ScrnPlayerMessage',0);
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// }
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}
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super.Timer();
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