class NiceGUISettings extends Settings_Tabs; //var automated GUIButton skillButtonA; var array ForceProjItems; // 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; // 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; // RANDOM SETTINGS var automated GUISectionBackground bg_RANDOM; var automated MoComboBox mo_ZedHPBars; function InitComponent(GUIController MyController, GUIComponent MyOwner) { super.InitComponent(MyController, MyOwner); 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); // 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); } function InternalOnLoadINI(GUIComponent sender, string s) { local NicePlayerController nicePlayer; 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; } } function InternalOnChange(GUIComponent Sender) { local NicePlayerController nicePlayer; super.InternalOnChange(Sender); 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(); } // 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 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=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=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 Begin Object Class=moCheckBox Name=CancelFire Caption="Cancel reload by shooting" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelFire.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by shooting (when you have ammo)" OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelFire=CancelFire Begin Object Class=moCheckBox Name=CancelSwitching Caption="Cancel reload by switching weapons" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelSwitching.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by switching to different weapon" OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelSwitching=CancelSwitching Begin Object Class=moCheckBox Name=CancelNades Caption="Cancel reload by throwing grenades" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelNades.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by throwing a grenade" OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelNades=CancelNades Begin Object Class=moCheckBox Name=CancelAiming Caption="Cancel reload by aiming" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=CancelAiming.InternalOnCreateComponent IniOption="@Internal" Hint="If checked, you'll be able to cancel reload of converted weapons by going into iron sights (when you have ammo)" OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_CancelAiming=CancelAiming Begin Object Class=moCheckBox Name=ServerReload Caption="My reload doesn't work" ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton" OnCreateComponent=ServerReload.InternalOnCreateComponent IniOption="@Internal" Hint="Check this option ONLY in case converted weapons don't reload at all for you; this option should fix the problem, but then latency will affect both reload and active reload" OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object ch_ReloadWontWork=ServerReload // RANDOM SETTINGS Begin Object Class=GUISectionBackground Name=randbg Caption="Random settings" WinTop=0.300000 WinWidth=0.495000 WinHeight=0.287500 WinLeft=0.505000 RenderWeight=0.100100 // OnPreDraw=WeaponsBG.InternalPreDraw OnPreDraw=randbg.InternalPreDraw End Object bg_RANDOM=randbg Begin Object class=moComboBox Name=zedhbarpmethod bReadOnly=true CaptionWidth=0.000000 Caption="Zed health bars" Hint="Choose what health bars you want to see" OnCreateComponent=zedhbarpmethod.InternalOnCreateComponent OnChange=NiceGUISettings.InternalOnChange OnLoadINI=NiceGUISettings.InternalOnLoadINI End Object mo_ZedHPBars=zedhbarpmethod }