NicePack/sources/GUI/NiceGUISettings.uc
2022-01-21 14:25:59 +04:00

282 lines
11 KiB
Ucode

class NiceGUISettings extends Settings_Tabs;
//var automated GUIButton skillButtonA;
var array<string> ForceProjItems;
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 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_WEAP;
var automated GUISectionBackground bg_RELOAD;
function InitComponent(GUIController MyController, GUIComponent MyOwner){
super.InitComponent(MyController, MyOwner);
}
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;
}
}
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;
}
nicePlayer.ClientSaveConfig();
}
// size = (x=0.0125, y=0.0) ; (w=1.0, h=0.865)
// tab order
defaultproperties
{
Begin Object Class=moCheckBox Name=WeaponManagement
CaptionWidth=0.955000
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"
WinTop=0.050000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=4
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_WeapManagement=WeaponManagement
Begin Object Class=moCheckBox Name=AltSwitches
CaptionWidth=0.955000
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"
WinTop=0.100000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=6
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_AltSwitches=AltSwitches
Begin Object Class=moCheckBox Name=DispCounters
CaptionWidth=0.955000
Caption="Display counters"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=DispCounters.InternalOnCreateComponent
IniOption="@Internal"
Hint="Toggles display of the various counters used by skills"
WinTop=0.150000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=7
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_DispCounters=DispCounters
Begin Object Class=moCheckBox Name=DispWeapProgress
CaptionWidth=0.955000
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"
WinTop=0.200000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=8
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_DisWeapProgress=DispWeapProgress
Begin Object Class=moCheckBox Name=ShowHLMessages
CaptionWidth=0.955000
Caption="Show Hardcore Level messages"
ComponentClassName="ScrnBalanceSrv.ScrnGUICheckBoxButton"
OnCreateComponent=ShowHLMessages.InternalOnCreateComponent
IniOption="@Internal"
Hint="Enable to be notified each time Hardcore Level is changed"
WinTop=0.300000
WinLeft=0.012500
WinWidth=0.278000
TabOrder=9
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_ShowHLMessages=ShowHLMessages
Begin Object Class=moCheckBox Name=CancelFire
CaptionWidth=0.955000
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)"
WinTop=0.050000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=11
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelFire=CancelFire
Begin Object Class=moCheckBox Name=CancelSwitching
CaptionWidth=0.955000
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"
WinTop=0.100000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=12
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelSwitching=CancelSwitching
Begin Object Class=moCheckBox Name=CancelNades
CaptionWidth=0.955000
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"
WinTop=0.150000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=13
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelNades=CancelNades
Begin Object Class=moCheckBox Name=CancelAiming
CaptionWidth=0.955000
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)"
WinTop=0.200000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=14
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_CancelAiming=CancelAiming
Begin Object Class=moCheckBox Name=ServerReload
CaptionWidth=0.955000
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"
WinTop=0.250000
WinLeft=0.517500
WinWidth=0.287000
TabOrder=15
OnChange=NiceGUISettings.InternalOnChange
OnLoadINI=NiceGUISettings.InternalOnLoadINI
End Object
ch_ReloadWontWork=ServerReload
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
End Object
bg_WEAP=WEAPBG
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
End Object
bg_RELOAD=RELOADBG
}