class KFGFxHUD_PlayerStatusVersus extends KFGFxHUD_PlayerStatus; var class LastPawnClass; function TickHud(float DeltaTime) { UpdateHealth(); UpdateCharacterName(); } function UpdateCharacterName() { local KFPawn MyKFPawn; if(MyPC.Pawn != none && LastPawnClass != MyPC.Pawn.Class ) { MyKFPawn = KFPawn(MyPC.Pawn); if(MyKFPawn != none) { LastPawnClass = MyPC.Pawn.Class; SetString("characterName", MyKFPawn.GetLocalizedName()); } } } // Overridden to not need human pawns function UpdateHealth() { if( MyPC == none || MyPC.Pawn == none ) { LastHealth = 0; SetInt("playerHealth" , LastHealth); } else if( LastHealth != MyPC.Pawn.Health ) { SetInt("playerHealth" , ( float(MyPC.Pawn.Health) / float(MyPC.Pawn.HealthMax) ) * 100 ); LastHealth = MyPC.Pawn.Health; } SetVisible(LastHealth > 0); } function UpdateXP(int XPDelta, int XPPercent, bool bLevelUp, Class PerkClass) { } function UpdateArmor() { } function UpdatePerk() { } function UpdateHealer(Optional bool bForce) { } function ShowActiveIndicators( array IconPathStrings ) { } function ClearBuffIcons() { } defaultproperties { LastPerkLevel=-1 }