//============================================================================= // KFHUDBase //============================================================================= // The Killing Floor 2 base HUD class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Based on UDKHUD/UTBASEHUD Copyright 1998-2012 Epic Games, Inc. // - Christian "schneidzekk" Schneider 8/22/2012 //============================================================================= class KFHUDBase extends HUD native(UI) dependson(KFWeapon) config(Game); `include(KFProfileSettings.uci) /** Cached a typed Player controller. Unlike PawnOwner we only set this once in PostBeginPlay */ var KFPlayerController KFPlayerOwner; /** Cached reference to the GRI */ var KFGameReplicationInfo KFGRI; var const Texture2D IconHudTexture; var const Texture2D IconHighLightTexture; /** Various colors */ var const color BlackColor, GoldColor; var const color LightGoldColor; var const color LightGreenColor, YellowColor, OrangeColor, RedHealthColor; var const color ArmorColor, HealthColor, ClassicArmorColor, ClassicHealthColor, NonPlayerHealth, HealthBeingRegeneratedColor; var const color PlayerBarBGColor, PlayerBarTextColor, PlayerBarIconColor, PlayerBarShadowColor; var const color SupplierActiveColor, SupplierUsableColor, SupplierHalfUsableColor; var const color ZedIconColor; /** Holds the scaling factor given the current resolution. This is calculated in PostRender() */ var float ResolutionScale, ResolutionScaleX; var float VoiceCommsIconHighlightScale; var int CurrentVoiceCommsHighlightAlpha; var int CurrentAlphaDelta; var float MinScreenClampPos; var float MaxScreenClampPos; var float MaxDrawDistanceObjective; var float PrestigeIconScale; /********************************************************************************************* Friendly HUD ********************************************************************************************* */ var config float FriendlyHudScale; /********************************************************************************************* DrawGlowText() ********************************************************************************************* */ var font GlowFonts[2]; // 0 = the Glow, 1 = Text var FontRenderInfo TextRenderInfo; /** How long should the pulse take total */ var float PulseDuration; /** When should the pulse switch from Out to in */ var float PulseSplit; /** How much should the text pulse - NOTE this will be added to 1.0 (so PulseMultipler 0.5 = 1.5) */ var float PulseMultiplier; /********************************************************************************************* Debugging Related (showdebug) ********************************************************************************************* */ var bool bCachedShowOverlays; var const FontRenderInfo Text_NoClipShadowed; /********************************************************************************************* Crosshair - Added by Ramm ********************************************************************************************* */ /** Whether the crosshair should be drawn at this moment */ var bool bDrawCrosshair; /** Whether or not we should force draw the crosshair for debugging (Toggled from exec ToggleCrosshair in KFCheatManager) */ var bool bForceDrawCrosshair; /** The target crosshair spread we are blending to */ var float TargetCrossHairMod; /** The current crosshair spread value */ var float CurrentCrossHairMod; /** Base size of the weapon crosshair */ var(Crosshair) float BaseCrosshairSize; /** Used to scale the spread of the crosshair based on the Spread of the weapon */ var(Crosshair) InterpCurveFloat CrosshairAccuracyScale; /** If true, we will alter the crosshair when it's over a friendly */ var bool bCrosshairOnFriendly; /** Make the crosshair green (found valid friendly) */ var bool bGreenCrosshair; //----------------------------------------------------------------------------------------- var Texture2d PlayerStatusBarBGTexture; var const float PlayerStatusBarLengthMax; var const float PlayerStatusIconSize; /** Classic Health Bar Colors */ var config bool ClassicPlayerInfo; // Players that are not visible struct sHiddenHumanPawnInfo { var Pawn HumanPawn; var PlayerReplicationInfo HumanPRI; }; var float HumanPlayerIconInterpMult; /** Texture used for the generic human icon */ var const Texture2D GenericHumanIconTexture; /** Texture used for the generic zed icon */ var const Texture2D GenericZedIconTexture; /** * Draw a glowing string */ native function DrawGlowText(string Text, float X, float Y, optional float MaxHeightInPixels=0.0, optional float PulseTime=-100.0, optional bool bRightJustified); simulated function PostBeginPlay() { local KFProfileSettings Profile; super.PostBeginPlay(); bDrawCrosshair = class'KFGameEngine'.static.IsCrosshairEnabled(); bCachedShowOverlays = bShowOverlays; KFPlayerOwner = KFPlayerController(PlayerOwner); if( KFPlayerOwner != none && KFPlayerOwner.OnlineSub != none ) { Profile = KFProfileSettings(KFPlayerOwner.OnlineSub.PlayerInterface.GetProfileSettings( LocalPlayer(PlayerOwner.Player).ControllerId )); if( Profile != none ) { FriendlyHudScale = Profile.GetProfileFloat( KFID_FriendlyHudScale ); //Clamping the value here in case we receive some crazy number FClamp( FriendlyHudScale, 0.25, 1.f); } } } /** * Pre-Calculate most common values, to avoid doing 1200 times the same operations */ function PreCalcValues() { super.PreCalcValues(); // Let the PC know that the resolution has changed if ( KFPlayerOwner != None ) { KFPlayerOwner.NotifyResolutionChanged(SizeX, SizeY); } } /** * Reset movies since resolution changed */ function ResolutionChanged() { } /** * Currently used to let some actors render HUD debug text */ function SetShowOverlays( bool bShow ) { bShowOverlays = bShow; } /** * Draw the crosshair */ function DrawCrosshair() { local float CrosshairSize; local float CrossHairSpread; local KFPawn KFP; local KFWeapon KFWP; local bool bMonsterPawn, bDrawCrosshairNoWeapon; local byte CrossHairAlpha; local float WeaponAccuracyAdjust; local float WeaponRecoilAdjust; local float WeaponRecoilMod; local KFPerk MyKFPerk; CrosshairSize = 6; // Only draw the crosshair if we're not in a vehicle and we have a living pawn if ( PlayerOwner.Pawn != none && PlayerOwner.Pawn.Health > 0 ) { if (PlayerOwner.ViewTarget != PlayerOwner.Pawn) { return; } KFWP = KFWeapon(PlayerOwner.Pawn.Weapon); MyKFPerk = KFPlayerController(PlayerOwner).GetPerk(); bMonsterPawn = PlayerOwner.GetTeamNum() == 255; // If our pawn class uses a crosshair regardless of weapon, draw it KFP = KFPawn( PlayerOwner.Pawn ); bDrawCrosshairNoWeapon = KFP.bNeedsCrosshair; // Don't draw the crosshair if we're not a monster with a weapon class, or we're not forcing the crosshair for the zed without a weapon if( bMonsterPawn ) { if( !bDrawCrosshairNoWeapon ) { return; } } // Don't draw the crosshair if we don't have a weapon, or are using ironsights if( !bDrawCrosshairNoWeapon ) { if( (!bMonsterPawn && MyKFPerk == none) || KFWP == none || !bForceDrawCrosshair && (KFWP.bUsingSights /*|| KFWP.bResting*/) ) { return; } // Skip if weapon is missing spread settings if ( KFWP.Spread.Length == 0 && !bForceDrawCrosshair ) { return; } } // Don't draw the crosshair if our special move won't allow it if( KFP.IsDoingSpecialMove() && !KFP.SpecialMoves[KFP.SpecialMove].CanDrawCrosshair() ) { return; } if (KFWP != none) { TargetCrossHairMod = (1.f + KFWP.GetUpgradedSpread()) ** 2; } else { TargetCrossHairMod = 1.0; } // Have the crosshair really small if we are forcing it for debugging if( bForceDrawCrosshair ) { TargetCrossHairMod = 0.0000001; } else if( bDrawCrosshairNoWeapon ) { // Just picked a number for zeds TargetCrossHairMod = 0.4; } // Scale up the crosshair if the player is focusing - TODO: make this more precise based on FOV /*if( KFPlayerController(PlayerOwner) != none && KFPlayerController(PlayerOwner).bIsFocusing ) { TargetCrossHairMod *= 2.15; }*/ if( KFWP != none ) { if( !bForceDrawCrosshair ) { WeaponAccuracyAdjust = EvalInterpCurveFloat(CrosshairAccuracyScale, KFWP.GetUpgradedSpread()); // Scale spread based on weapon accuracy TargetCrossHairMod *= WeaponAccuracyAdjust; } WeaponRecoilMod = KFWP.RecoilPitchPercentage > KFWP.RecoilYawPercentage ? KFWP.RecoilPitchPercentage : KFWP.RecoilYawPercentage; // Scale up the recoil spread based on how far away the weapon has rotated from center due to recoil WeaponRecoilAdjust = Lerp(1.0,2.5,WeaponRecoilMod); // Scale spread based on weapon recoil TargetCrossHairMod *= WeaponRecoilAdjust; } // Figure out the crosshair spread based on the pawn and weapon's state if ( MyKFPerk == none || !MyKFPerk.IsShootAndMoveActive() ) { if( PlayerOwner.Pawn.Physics == PHYS_Falling ) { if( KFWP == none ) { TargetCrossHairMod *= class'KFWeapon'.default.FallingRecoilModifier; } else { TargetCrossHairMod *= KFWP.FallingRecoilModifier; } } else if( KFP != none && KFP.bIsSprinting ) { TargetCrossHairMod *= 3.0; } else { if( PlayerOwner.Pawn.bIsCrouched ) { if( KFWP == none ) { TargetCrossHairMod *= class'KFWeapon'.default.CrouchSpreadMod; } else { TargetCrossHairMod *= KFWP.CrouchSpreadMod; } } if( VSizeSq(PlayerOwner.Pawn.Velocity) > 50 && (KFWP == none || !KFWP.bZoomingOut) ) { if( KFWP == none ) { TargetCrossHairMod *= class'KFWeapon'.default.JoggingRecoilModifier; } else if( !KFWP.bZoomingOut ) { TargetCrossHairMod *= KFWP.JoggingRecoilModifier; } } if( MyKFPerk != none ) { MyKFPerk.ModifySpread(TargetCrossHairMod); } } } // Blend the crosshair spread in if( CurrentCrossHairMod > TargetCrossHairMod ) { CurrentCrossHairMod -= RenderDelta * 6.0; if( CurrentCrossHairMod < TargetCrossHairMod ) { CurrentCrossHairMod = TargetCrossHairMod; } } else if( CurrentCrossHairMod < TargetCrossHairMod ) { CurrentCrossHairMod += RenderDelta * 6.0; if( CurrentCrossHairMod > TargetCrossHairMod ) { CurrentCrossHairMod = TargetCrossHairMod; } } // Set the stock crosshair spread and scale it based on screen resolution CrosshairSize *= RatioY; CrossHairSpread = BaseCrosshairSize * RatioY * CurrentCrossHairMod; // Set the crosshair alpha = TODO: Move this to a config? CrossHairAlpha=210; // If we're doing crosshair debugging then turn on the center dot if( bForceDrawCrosshair ) { // Center Canvas.SetDrawColor(255, 255, 255, CrossHairAlpha); Canvas.SetPos(CenterX, CenterY); Canvas.DrawRect(1, 1); } // Left side // Drop shadow Canvas.SetDrawColor(0, 0, 0, CrossHairAlpha); Canvas.SetPos(CenterX - (CrosshairSize + CrossHairSpread) - 1, CenterY - 1); Canvas.DrawRect(CrosshairSize + 1, 3); // Crosshair Canvas.SetDrawColor(255, 255, 255, CrossHairAlpha); Canvas.SetPos(CenterX - (CrosshairSize + CrossHairSpread), CenterY); Canvas.DrawRect(CrosshairSize, 1); // Right side // Drop shadow Canvas.SetDrawColor(0, 0, 0, CrossHairAlpha); Canvas.SetPos(CenterX + CrossHairSpread + 1, CenterY - 1); Canvas.DrawRect(CrosshairSize + 1, 3); // Crosshair Canvas.SetDrawColor(255, 255, 255, CrossHairAlpha); Canvas.SetPos(CenterX + CrossHairSpread + 1, CenterY); Canvas.DrawRect(CrosshairSize, 1); // Top // Drop shadow Canvas.SetDrawColor(0, 0, 0, CrossHairAlpha); Canvas.SetPos(CenterX - 1, CenterY - (CrosshairSize + CrossHairSpread) - 1); Canvas.DrawRect(3, CrosshairSize + 1); // Crosshair Canvas.SetDrawColor(255, 255, 255, CrossHairAlpha); Canvas.SetPos(CenterX, CenterY - (CrosshairSize + CrossHairSpread)); Canvas.DrawRect(1, CrosshairSize); // Bottom // Drop shadow Canvas.SetDrawColor(0, 0, 0, CrossHairAlpha); Canvas.SetPos(CenterX - 1, CenterY + CrossHairSpread + 1); Canvas.DrawRect(3, CrosshairSize + 1); // Crosshair Canvas.SetDrawColor(255, 255, 255, CrossHairAlpha); Canvas.SetPos(CenterX, CenterY + CrossHairSpread + 1); Canvas.DrawRect(1, CrosshairSize); } } /* * Complete close of Scoreboard. Fired from Flash * when the "close" animation is finished. */ function OnCloseAnimComplete() { } /* * Complete open of Scoreboard. Fired from Flash * when the "open" animation is finished. */ function OnOpenAnimComplete() { } /** * Destroy existing Movies */ function RemoveMovies() { } /** * Toggles visibility of normal in-game HUD */ function SetVisible(bool bNewVisible) { bShowHUD = bNewVisible; } /** * Called when pause menu is opened */ function CloseOtherMenus(); /* * Toggle the Pause Menu on or off. * */ function TogglePauseMenu() { } /* * Complete necessary actions for OnPauseMenuClose. * Fired from Flash. */ function CompletePauseMenuClose() { } /* toggles displaying scoreboard (used by console controller) */ exec function ReleaseShowScores() { } /** * Returns the index of the local player that owns this HUD */ function int GetLocalPlayerOwnerIndex() { return class'Engine'.static.GetEngine().GamePlayers.Find(LocalPlayer(PlayerOwner.Player)); } /* * SetShowScores() override to display GFx Scoreboard. * If the scoreboard has been loaded, this will play the appropriate * Flash animation. */ exec function SetShowScores(bool bEnableShowScores) { } /** * Toggles display of the leaderboard */ exec function ToggleLeaderboard() { } /** * Displays/closes the leaderboard */ exec function SetShowLeaderboard(bool bEnableLeaderboard) { } //Given a input command of the form GBA_ and its mapping store that in a lookup for future use function DrawToolTip(Canvas Cvs, PlayerController PC, string Command, float X, float Y, float U, float V, float UL, float VL, float ResScale, optional Texture2D IconTexture = default.IconHudTexture, optional float Alpha=1.0) { } function bool CheckCrosshairOnFriendly() { return true; } simulated function DrawShadowedTile(texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes) { local Color B; B = BlackColor; B.A = TileColor.A; XL *= (bScaleToRes) ? ResolutionScale : 1.0; YL *= (bScaleToRes) ? ResolutionScale : 1.0; Canvas.SetPos(X+1,Y+1); Canvas.DrawColor = B; Canvas.DrawTile(Tex,XL,YL,U,V,UL,VL); Canvas.SetPos(X,Y); Canvas.DrawColor = TileColor; Canvas.DrawTile(Tex,XL,YL,U,V,UL,VL); } simulated function DrawShadowedStretchedTile(texture2D Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes) { local LinearColor C,B; C = ColorToLinearColor(TileColor); B = ColorToLinearColor(BlackColor); B.A = C.A; XL *= (bScaleToRes) ? ResolutionScale : 1.0; YL *= (bScaleToRes) ? ResolutionScale : 1.0; Canvas.SetPos(X+1,Y+1); Canvas.DrawTileStretched(Tex,XL,YL,U,V,UL,VL,B); Canvas.SetPos(X,Y); Canvas.DrawColor = TileColor; Canvas.DrawTileStretched(Tex,XL,YL,U,V,UL,VL,C); } simulated function DrawShadowedRotatedTile(texture2D Tex, Rotator Rot, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Color TileColor, Optional bool bScaleToRes) { local Color B; B = BlackColor; B.A = TileColor.A; XL *= (bScaleToRes) ? ResolutionScale : 1.0; YL *= (bScaleToRes) ? ResolutionScale : 1.0; Canvas.SetPos(X+1,Y+1); Canvas.DrawColor = B; Canvas.DrawRotatedTile(Tex,Rot,XL,YL,U,V,UL,VL); Canvas.SetPos(X,Y); Canvas.DrawColor = TileColor; Canvas.DrawRotatedTile(Tex,Rot,XL,YL,U,V,UL,VL); } /** * @brief Main canvas draw function */ function DrawHUD() { local KFPawn_Human KFPH; local KFPawn_Scripted KFPS; local vector ViewLocation, ViewVector, PlayerPartyInfoLocation; local rotator ViewRotation; local array VisibleHumanPlayers; local array HiddenHumanPlayers; local float ThisDot; local vector TargetLocation; local Actor LocActor; // Draw weapon HUD underneath everything else if( KFPlayerOwner != none && KFPlayerOwner.Pawn != none && KFPlayerOwner.Pawn.Weapon != none ) { KFPlayerOwner.Pawn.Weapon.DrawHUD( self, Canvas ); } super.DrawHUD(); // Cache GRI if( KFGRI == none ) { KFGRI = KFGameReplicationInfo( WorldInfo.GRI ); } // Don't draw canvas HUD in cinematic mode if( KFPlayerOwner != none && KFPlayerOwner.bCinematicMode ) { return; } LocActor = KFPlayerOwner.ViewTarget != none ? KFPlayerOwner.ViewTarget : KFPlayerOwner; // Draw the crosshair for casual mode if( KFPlayerOwner != none && (bDrawCrosshair || bForceDrawCrosshair || KFPlayerOwner.GetTeamNum() == 255) ) { DrawCrosshair(); } // Friendly player status if( PlayerOwner.GetTeamNum() == 0 ) { if( KFPlayerOwner != none ) { KFPlayerOwner.GetPlayerViewPoint( ViewLocation, ViewRotation ); } ViewVector = vector(ViewRotation); Canvas.EnableStencilTest(true); foreach WorldInfo.AllPawns( class'KFPawn_Human', KFPH ) { if( KFPH.IsAliveAndWell() && KFPH != KFPlayerOwner.Pawn && KFPH.Mesh.SkeletalMesh != none && KFPH.Mesh.bAnimTreeInitialised ) { PlayerPartyInfoLocation = KFPH.Mesh.GetPosition() + ( KFPH.CylinderComponent.CollisionHeight * vect(0,0,1) ); if(`TimeSince(KFPH.Mesh.LastRenderTime) < 0.2f && Normal(PlayerPartyInfoLocation - ViewLocation) dot ViewVector > 0.f ) { if( DrawFriendlyHumanPlayerInfo(KFPH) ) { VisibleHumanPlayers.AddItem( KFPH.PlayerReplicationInfo ); } else { HiddenHumanPlayers.Insert( 0, 1 ); HiddenHumanPlayers[0].HumanPawn = KFPH; HiddenHumanPlayers[0].HumanPRI = KFPH.PlayerReplicationInfo; } } else { HiddenHumanPlayers.Insert( 0, 1 ); HiddenHumanPlayers[0].HumanPawn = KFPH; HiddenHumanPlayers[0].HumanPRI = KFPH.PlayerReplicationInfo; } } } foreach WorldInfo.AllPawns(class'KFPawn_Scripted', KFPS) { if (KFPS.ShouldShowOnHUD()) { PlayerPartyInfoLocation = KFPS.Mesh.GetPosition() + (KFPS.CylinderComponent.CollisionHeight * vect(0,0,1)); DrawScriptedPawnInfo(KFPS, Normal(PlayerPartyInfoLocation - ViewLocation) dot ViewVector, `TimeSince(KFPS.Mesh.LastRenderTime) < 0.2f); } } if( !KFGRI.bHidePawnIcons ) { // Draw hidden players CheckAndDrawHiddenPlayerIcons( VisibleHumanPlayers, HiddenHumanPlayers ); // Draw last remaining zeds CheckAndDrawRemainingZedIcons(); //Draw our current objective location if(KFGRI.CurrentObjective != none && KFGRI.ObjectiveInterface != none) { KFGRI.ObjectiveInterface.DrawHUD(self, Canvas); TargetLocation = KFGRI.ObjectiveInterface.GetIconLocation(); ThisDot = Normal((TargetLocation + (class'KFPawn_Human'.default.CylinderComponent.CollisionHeight * vect(0, 0, 1))) - ViewLocation) dot ViewVector; if (ThisDot > 0 && KFGRI.ObjectiveInterface.ShouldShowObjectiveHUD() && (!KFGRI.ObjectiveInterFace.HasObjectiveDrawDistance() || VSizeSq(TargetLocation - LocActor.Location) < MaxDrawDistanceObjective)) { DrawObjectiveHUD(); } } } Canvas.EnableStencilTest(false); } } simulated function DrawPerkIcons(KFPawn_Human KFPH, float PerkIconSize, float PerkIconPosX, float PerkIconPosY, float SupplyIconPosX, float SupplyIconPosY, bool bDropShadow) { local byte PrestigeLevel; local KFPlayerReplicationInfo KFPRI; local color TempColor; local float ResModifier; KFPRI = KFPlayerReplicationInfo(KFPH.PlayerReplicationInfo); if (KFPRI == none) { return; } PrestigeLevel = KFPRI.GetActivePerkPrestigeLevel(); ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; if (KFPRI.CurrentVoiceCommsRequest == VCT_NONE && KFPRI.CurrentPerkClass != none && PrestigeLevel > 0) { Canvas.SetPos(PerkIconPosX, PerkIconPosY); Canvas.DrawTile(KFPRI.CurrentPerkClass.default.PrestigeIcons[PrestigeLevel - 1], PerkIconSize, PerkIconSize, 0, 0, 256, 256); } if (PrestigeLevel > 0) { //icon slot in image is not centered Canvas.SetPos(PerkIconPosX + (PerkIconSize * (1 - PrestigeIconScale)) / 2, PerkIconPosY + PerkIconSize * 0.05f); Canvas.DrawTile(KFPRI.GetCurrentIconToDisplay(), PerkIconSize * PrestigeIconScale, PerkIconSize * PrestigeIconScale, 0, 0, 256, 256); } else { Canvas.SetPos(PerkIconPosX, PerkIconPosY); Canvas.DrawTile(KFPRI.GetCurrentIconToDisplay(), PerkIconSize, PerkIconSize, 0, 0, 256, 256); } if (KFPRI.PerkSupplyLevel > 0 && KFPRI.CurrentPerkClass.static.GetInteractIcon() != none) { if (!bDropShadow) { if (KFPRI.PerkSupplyLevel == 2) { if (KFPRI.bPerkPrimarySupplyUsed && KFPRI.bPerkSecondarySupplyUsed) { TempColor = SupplierActiveColor; } else if (KFPRI.bPerkPrimarySupplyUsed || KFPRI.bPerkSecondarySupplyUsed) { TempColor = SupplierHalfUsableColor; } else { TempColor = SupplierUsableColor; } } else if (KFPRI.PerkSupplyLevel == 1) { TempColor = KFPRI.bPerkPrimarySupplyUsed ? SupplierActiveColor : SupplierUsableColor; } Canvas.SetDrawColorStruct(TempColor); } Canvas.SetPos(SupplyIconPosX, SupplyIconPosY); //offset so that supplier icon shows up on the correct side of the player's health bar Canvas.DrawTile(KFPRI.CurrentPerkClass.static.GetInteractIcon(), (PlayerStatusIconSize * 0.75) * ResModifier, (PlayerStatusIconSize * 0.75) * ResModifier, 0, 0, 256, 256); } } /** * @brief Draws name, perk etc over a human player's head * * @param KFPH Human player's pawn * @return true if draw was successful */ simulated function bool DrawFriendlyHumanPlayerInfo( KFPawn_Human KFPH ) { local float Percentage, PercentageHealth, PercentageHealthMissing, PercentageHealthToRegen; local float BarHeight, BarLength; local vector ScreenPos, TargetLocation; local KFPlayerReplicationInfo KFPRI; local FontRenderInfo MyFontRenderInfo; local float FontScale; local float ResModifier; local float PerkIconPosX, PerkIconPosY, SupplyIconPosX, SupplyIconPosY, PerkIconSize; local color CurrentArmorColor, CurrentHealthColor; ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; KFPRI = KFPlayerReplicationInfo(KFPH.PlayerReplicationInfo); if( KFPRI == none ) { return false; } MyFontRenderInfo = Canvas.CreateFontRenderInfo( true ); BarLength = FMin(PlayerStatusBarLengthMax * (Canvas.ClipX / 1024.f), PlayerStatusBarLengthMax) * ResModifier; BarHeight = FMin(8.f * (Canvas.ClipX / 1024.f), 8.f) * ResModifier; TargetLocation = KFPH.Mesh.GetPosition() + ( KFPH.CylinderComponent.CollisionHeight * vect(0,0,2.5f) ); ScreenPos = Canvas.Project( TargetLocation ); if( ScreenPos.X < 0 || ScreenPos.X > Canvas.ClipX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.ClipY ) { return false; } //Draw player name (Top) FontScale = class'KFGameEngine'.Static.GetKFFontScale() * FriendlyHudScale; Canvas.Font = class'KFGameEngine'.Static.GetKFCanvasFont(); // drop shadow for player name text Canvas.SetDrawColorStruct(PlayerBarShadowColor); Canvas.SetPos(ScreenPos.X - (BarLength * 0.5f) + 1, ScreenPos.Y + 8); Canvas.DrawText(KFPRI.PlayerName, , FontScale, FontScale, MyFontRenderInfo); Canvas.SetDrawColorStruct(PlayerBarTextColor); Canvas.SetPos(ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y + 7); Canvas.DrawText(KFPRI.PlayerName, , FontScale, FontScale, MyFontRenderInfo); //Draw armor bar Percentage = FMin(float(KFPH.Armor) / float(KFPH.MaxArmor), 100); CurrentArmorColor = ClassicPlayerInfo ? ClassicArmorColor : ArmorColor; DrawKFBar(Percentage, BarLength, BarHeight, ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y + BarHeight + (36 * FontScale * ResModifier), CurrentArmorColor); //Draw health bar PercentageHealth = FMin(float(KFPH.Health) / float(KFPH.HealthMax), 100); CurrentHealthColor = ClassicPlayerInfo ? ClassicHealthColor : HealthColor; DrawKFBar(PercentageHealth, BarLength, BarHeight, ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y + BarHeight * 2 + (36 * FontScale * ResModifier), CurrentHealthColor); //Draw health being regenerated bar PercentageHealthToRegen = FMin(float(KFPH.HealthToRegen) / float(KFPH.HealthMax), 100); PercentageHealthMissing = FMin((float(KFPH.HealthMax) - float(KFPH.Health)) / float(KFPH.HealthMax), 100); PercentageHealthToRegen = FMin(PercentageHealthToRegen, PercentageHealthMissing); CurrentHealthColor = HealthBeingRegeneratedColor; DrawKFBar(1, PercentageHealthToRegen * BarLength, BarHeight, ScreenPos.X + BarLength * (PercentageHealth - 0.5f), ScreenPos.Y + BarHeight * 2 + (36 * FontScale * ResModifier), HealthBeingRegeneratedColor); if( KFPRI.CurrentPerkClass == none ) { return false; } // drop shadow for perk name text Canvas.SetDrawColorStruct(PlayerBarShadowColor); Canvas.SetPos(ScreenPos.X - (BarLength * 0.5f) + 1, ScreenPos.Y + BarHeight * 3 + (36 * FontScale * ResModifier) + 1); Canvas.DrawText(KFPRI.GetActivePerkLevel() @KFPRI.CurrentPerkClass.default.PerkName, , FontScale, FontScale, MyFontRenderInfo); //Draw perk level and name text Canvas.SetDrawColorStruct(PlayerBarTextColor); Canvas.SetPos(ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y + BarHeight * 3 + (36 * FontScale * ResModifier)); Canvas.DrawText(KFPRI.GetActivePerkLevel() @KFPRI.CurrentPerkClass.default.PerkName, , FontScale, FontScale, MyFontRenderInfo); // drop shadow for perk icon Canvas.SetDrawColorStruct(PlayerBarShadowColor); PerkIconSize = PlayerStatusIconSize * ResModifier; PerkIconPosX = ScreenPos.X - (BarLength * 0.5f) - PerkIconSize + 1; PerkIconPosY = ScreenPos.Y + (36 * FontScale * ResModifier) + 1; SupplyIconPosX = ScreenPos.X + (BarLength * 0.5f) + 1; SupplyIconPosY = PerkIconPosY + 4 * ResModifier; DrawPerkIcons(KFPH, PerkIconSize, PerkIconPosX, PerkIconPosY, SupplyIconPosX, SupplyIconPosY, true); //draw perk icon Canvas.SetDrawColorStruct(PlayerBarIconColor); PerkIconPosX = ScreenPos.X - (BarLength * 0.5f) - PerkIconSize; PerkIconPosY = ScreenPos.Y + (36 * FontScale * ResModifier); SupplyIconPosX = ScreenPos.X + (BarLength * 0.5f); SupplyIconPosY = PerkIconPosY + 4 * ResModifier; DrawPerkIcons(KFPH, PerkIconSize, PerkIconPosX, PerkIconPosY, SupplyIconPosX, SupplyIconPosY, false); return true; } simulated function bool DrawScriptedPawnInfo(KFPawn_Scripted KFPS, float NormalizedAngle, bool bRendered) { local float Percentage; local float BarHeight, BarLength; local vector ScreenPos, TargetLocation; local float FontScale; local float ResModifier; if (KFPS.bHidden) { //do not draw a hidden actor return false; } ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; BarLength = FMin(PlayerStatusBarLengthMax * (Canvas.ClipX / 1024.f), PlayerStatusBarLengthMax) * ResModifier; BarHeight = FMin(8.f * (Canvas.ClipX / 1024.f), 8.f) * ResModifier; TargetLocation = KFPS.Mesh.GetPosition() + (KFPS.CylinderComponent.CollisionHeight * vect(0,0,2.5f)); ScreenPos = Canvas.Project(TargetLocation); if (NormalizedAngle > 0) { if (ScreenPos.X < 0 || ScreenPos.X > Canvas.ClipX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.ClipY) { ScreenPos.x = Canvas.ClipX - ScreenPos.x; ScreenPos = GetClampedScreenPosition(ScreenPos); //return false; } else { ScreenPos.x = FClamp(ScreenPos.x, PlayerStatusIconSize, Canvas.ClipX - PlayerStatusIconSize); } } else { ScreenPos = GetClampedScreenPosition(ScreenPos); } //Draw health bar FontScale = class'KFGameEngine'.Static.GetKFFontScale() * FriendlyHudScale; Percentage = FMin(float(KFPS.Health) / float(KFPS.HealthMax), 1); // Make sure that the entire health bar is on screen ScreenPos.X = FClamp(ScreenPos.X, BarLength * 0.5f, Canvas.ClipX - BarLength * 0.5f); DrawKFBar(Percentage, BarLength, BarHeight, ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y + BarHeight * 2 + (36 * FontScale * ResModifier), GetHealthStateColor(KFPS)); if (KFGRI != none && KFGRI.ObjectiveInterface != none) { Canvas.SetDrawColorStruct(PlayerBarShadowColor); } Canvas.SetPos(ScreenPos.X - PlayerStatusIconSize * ResModifier * 0.5f + 1, ScreenPos.Y - (PlayerStatusIconSize * ResModifier) + 1); Canvas.DrawTile(KFPS.GetStateIconTexture(), PlayerStatusIconSize * ResModifier, PlayerStatusIconSize * ResModifier, 0, 0, 256, 256); if (KFGRI != none && KFGRI.ObjectiveInterface != none) { Canvas.SetDrawColorStruct(KFGRI.ObjectiveInterface.GetIconColor()); } Canvas.SetPos(ScreenPos.X - PlayerStatusIconSize * ResModifier * 0.5f, ScreenPos.Y - (PlayerStatusIconSize * ResModifier)); Canvas.DrawTile(KFPS.GetStateIconTexture(), PlayerStatusIconSize * ResModifier, PlayerStatusIconSize * ResModifier, 0, 0, 256, 256); return true; } simulated function color GetHealthStateColor(const out KFPawn_Scripted KFPS) { if (KFPS != none) { return KFPS.ScriptedCharArch.States[KFPS.CurrentState].PawnHealthBarColor; } } simulated function bool DrawObjectiveHUD() { local float Percentage; local float BarHeight, BarLength, IconCenteringLength; local vector ScreenPos, TargetLocation; local float ResModifier; ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; //Get actor from GRI if(KFGRI.ObjectiveInterface == none) { return false; } if (!KFGRI.ObjectiveInterface.ShouldDrawIcon()) { return false; } TargetLocation = KFGRI.ObjectiveInterface.GetIconLocation(); ScreenPos = Canvas.Project( TargetLocation ); if( ScreenPos.X < 0 || ScreenPos.X > Canvas.ClipX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.ClipY ) { //if it is off screen, do not render return false; } //Draw progress bar if (KFGRI.ObjectiveInterface.UsesProgress()) { BarLength = FMin(PlayerStatusBarLengthMax * (Canvas.ClipX / 1024.f), PlayerStatusBarLengthMax) * ResModifier; BarHeight = FMin(8.f * (Canvas.ClipX / 1024.f), 8.f) * ResModifier; Percentage = FMin(KFGRI.ObjectiveInterface.GetProgress(), 1); DrawKFBar(Percentage, BarLength, BarHeight, ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y, NonPlayerHealth); } else { // if not using the progress bar, center the remaining icon IconCenteringLength = PlayerStatusIconSize * ResModifier * 0.5; } //draw objective icon if (KFGRI.ObjectiveInterface.GetIcon() != none) { Canvas.SetDrawColorStruct(PlayerBarShadowColor); Canvas.SetPos((ScreenPos.X - (BarLength * 0.75) - IconCenteringLength) + 1, (ScreenPos.Y - BarHeight * 2.0) + 1); Canvas.DrawTile(KFGRI.ObjectiveInterface.GetIcon(), PlayerStatusIconSize * ResModifier, PlayerStatusIconSize * ResModifier, 0, 0, 256, 256); Canvas.SetDrawColorStruct(KFGRI.ObjectiveInterface.GetIconColor()); Canvas.SetPos(ScreenPos.X - (BarLength * 0.75) - IconCenteringLength, ScreenPos.Y - BarHeight * 2.0); Canvas.DrawTile(KFGRI.ObjectiveInterface.GetIcon(), PlayerStatusIconSize * ResModifier, PlayerStatusIconSize * ResModifier, 0, 0, 256, 256); } return true; } /** * @brief Generic function to draw health and armor bars * * @param BarPercentage Fill percentage * @param BarLength total length * @param BarHeight total height * @param XPos Horizontal screen position * @param YPos Vertical screen position * @param BarColor The bar's foreground color */ simulated function DrawKFBar( float BarPercentage, float BarLength, float BarHeight, float XPos, float YPos, Color BarColor ) { //background for status bar Canvas.SetDrawColorStruct(PlayerBarBGColor); Canvas.SetPos(XPos, YPos); Canvas.DrawTile(PlayerStatusBarBGTexture, BarLength, BarHeight, 0, 0, 32, 32); //Forground for status bar. Canvas.SetDrawColorStruct(BarColor); Canvas.SetPos(XPos, YPos + 1); // Adjust pos for border Canvas.DrawTile(PlayerStatusBarBGTexture, (BarLength - 2.0) * BarPercentage, BarHeight - 2.0, 0, 0, 32, 32); } /** * @brief Checks if hidden player's icon should be drawn * * @param VisibleHumanPlayers A list of visible players * @param HiddenHumanPlayers A list of hidden players */ simulated function CheckAndDrawHiddenPlayerIcons( array VisibleHumanPlayers, array HiddenHumanPlayers ) { local int i, HiddenHumanIndex; local PlayerReplicationInfo PRI; local vector ViewLocation, ViewVector, PawnLocation; local rotator ViewRotation; local KFPlayerReplicationInfo KFPRI; // GRI hasn't replicated yet if( WorldInfo.GRI == none ) { return; } if( KFPlayerOwner.PlayerCamera != none ) { KFPlayerOwner.PlayerCamera.GetCameraViewPoint( ViewLocation, ViewRotation ); } ViewVector = vector(ViewRotation); for( i = 0; i < WorldInfo.GRI.PRIArray.Length; i++ ) { PawnLocation = vect(0,0,0); // Avoid casting until we've got some simple checks out of the way PRI = WorldInfo.GRI.PRIArray[i]; if( VisibleHumanPlayers.Find( PRI ) != INDEX_NONE || KFPlayerOwner.PlayerReplicationInfo == PRI || PRI.GetTeamNum() == 255 ) { continue; } // Use the real pawn location if the pawn is still relevant HiddenHumanIndex = HiddenHumanPlayers.Find( 'HumanPRI', PRI ); if( HiddenHumanIndex != INDEX_NONE && HiddenHumanPlayers[HiddenHumanIndex].HumanPawn != none && HiddenHumanPlayers[HiddenHumanIndex].HumanPawn.Mesh.SkeletalMesh != none && HiddenHumanPlayers[HiddenHumanIndex].HumanPawn.Mesh.bAnimTreeInitialised ) { PawnLocation = HiddenHumanPlayers[HiddenHumanIndex].HumanPawn.Mesh.GetPosition(); KFPRI = KFPlayerReplicationInfo( PRI ); if( KFPRI != none ) { KFPRI.SetSmoothedPawnIconLocation( PawnLocation ); } } // Otherwise we'll use our replicated location if( IsZero(PawnLocation) ) { KFPRI = KFPlayerReplicationInfo( PRI ); if( KFPRI != none ) { PawnLocation = KFPRI.GetSmoothedPawnIconLocation( HumanPlayerIconInterpMult ); if( IsZero(PawnLocation) || KFPRI.PlayerHealth <= 0 ) { continue; } } else { continue; } } DrawHiddenHumanPlayerIcon( PRI, PawnLocation, Normal((PawnLocation + (class'KFPawn_Human'.default.CylinderComponent.CollisionHeight * vect(0, 0, 2))) - ViewLocation) dot ViewVector); } } /** * @brief Draws an icon when human players are hidden but in the field of view * * @param PRI Player's PlayerReplicationInfo * @param IconWorldLocation The "player's" location in the world * @Note:This is the one we want to clamp */ function DrawHiddenHumanPlayerIcon( PlayerReplicationInfo PRI, vector IconWorldLocation, float NormalizedAngle) { local vector ScreenPos; local float IconSizeMult; local KFPlayerReplicationInfo KFPRI; local Texture2D PlayerIcon; local float ResModifier; ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; KFPRI = KFPlayerReplicationInfo(PRI); if( KFPRI == none ) { return; } ScreenPos = Canvas.Project(IconWorldLocation + class'KFPawn_Human'.default.CylinderComponent.CollisionHeight * vect(0, 0, 2)); // Fudge by icon size IconSizeMult = (PlayerStatusIconSize * 0.8) * ResModifier; ScreenPos.X -= IconSizeMult; ScreenPos.Y -= IconSizeMult; if (NormalizedAngle > 0) { if (ScreenPos.X < 0 || ScreenPos.X > Canvas.ClipX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.ClipY ) { if (KFPRI.CurrentVoiceCommsRequest != VCT_NONE) { if (CurrentVoiceCommsHighlightAlpha >= 255) { CurrentAlphaDelta = -5; } else if (CurrentVoiceCommsHighlightAlpha <= 0) { CurrentAlphaDelta = 5; } ScreenPos.X = Canvas.ClipX - ScreenPos.x; ScreenPos = GetClampedScreenPosition(ScreenPos); CurrentVoiceCommsHighlightAlpha += CurrentAlphaDelta; clamp(CurrentVoiceCommsHighlightAlpha, 0, 255); Canvas.SetDrawColor(255, 255, 255, CurrentVoiceCommsHighlightAlpha); Canvas.SetPos(ScreenPos.X - (IconSizeMult * VoiceCommsIconHighlightScale / 2), ScreenPos.Y - (IconSizeMult * VoiceCommsIconHighlightScale / 2)); Canvas.DrawTile(IconHighLightTexture, IconSizeMult + (IconSizeMult * VoiceCommsIconHighlightScale), IconSizeMult + (IconSizeMult * VoiceCommsIconHighlightScale), 0, 0, 128, 128); } else { return; } } } else if (KFPRI.CurrentVoiceCommsRequest != VCT_NONE) { if (CurrentVoiceCommsHighlightAlpha >= 255) { CurrentAlphaDelta = -5; } else if (CurrentVoiceCommsHighlightAlpha <= 0) { CurrentAlphaDelta = 5; } CurrentVoiceCommsHighlightAlpha += CurrentAlphaDelta; clamp(CurrentVoiceCommsHighlightAlpha, 0, 255); ScreenPos = GetClampedScreenPosition(ScreenPos); Canvas.SetDrawColor(255, 255, 255, CurrentVoiceCommsHighlightAlpha); Canvas.SetPos(ScreenPos.X - (IconSizeMult * VoiceCommsIconHighlightScale / 2), ScreenPos.Y - (IconSizeMult * VoiceCommsIconHighlightScale / 2)); Canvas.DrawTile(IconHighLightTexture, IconSizeMult + (IconSizeMult * VoiceCommsIconHighlightScale), IconSizeMult + (IconSizeMult * VoiceCommsIconHighlightScale), 0, 0, 128, 128); } else { return; } PlayerIcon = PlayerOwner.GetTeamNum() == 0 ? KFPRI.GetCurrentIconToDisplay() : GenericHumanIconTexture; // Draw human icon Canvas.SetDrawColor(0, 0, 0, 255); Canvas.SetPos(ScreenPos.X + 1, ScreenPos.Y + 1); Canvas.DrawTile(PlayerIcon, IconSizeMult, IconSizeMult, 0, 0, 256, 256); Canvas.SetDrawColor(255, 255, 255, 192); Canvas.SetPos( ScreenPos.X, ScreenPos.Y ); Canvas.DrawTile( PlayerIcon, IconSizeMult, IconSizeMult, 0, 0, 256, 256 ); } //These will be clamped /** Draws icons for the last few remaining zeds */ function CheckAndDrawRemainingZedIcons() { local Pawn P; local vector ViewLocation, ViewDir, PawnLocation; local rotator ViewRotation; if( KFGRI == none || KFPlayerOwner == none || KFPlayerOwner.PlayerCamera == none || KFGRI.IsBossWave() || KFGRI.IsEndlessWave() || KFGRI.AIRemaining > class'KFGameInfo'.static.GetNumAlwaysRelevantZeds()) { return; } KFPlayerOwner.PlayerCamera.GetCameraViewPoint( ViewLocation, ViewRotation ); ViewDir = vector( ViewRotation ); foreach WorldInfo.AllPawns( class'Pawn', P ) { // Only draw hidden pawns if( P.Mesh.SkeletalMesh == none || !P.Mesh.bAnimTreeInitialised || P.GetTeamNum() == PlayerOwner.GetTeamNum() || !P.IsAliveAndWell()) //|| `TimeSince(P.Mesh.LastRenderTime) < 0.2f ) { continue; } PawnLocation = P.Mesh.GetPosition(); DrawZedIcon( P, PawnLocation, Normal((PawnLocation + (P.CylinderComponent.CollisionHeight * vect(0, 0, 1))) - ViewLocation) dot ViewDir); } } /** Draws a zed icon */ function DrawZedIcon( Pawn ZedPawn, vector PawnLocation, float NormalizedAngle ) { local vector ScreenPos, TargetLocation; local float IconSizeMult; local float ResModifier; ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; TargetLocation = PawnLocation + ( vect(0,0,2.5f) * ZedPawn.CylinderComponent.CollisionHeight ); ScreenPos = Canvas.Project( TargetLocation ); IconSizeMult = PlayerStatusIconSize * ResModifier * 0.5f; ScreenPos.X -= IconSizeMult; ScreenPos.Y -= IconSizeMult; if (NormalizedAngle > 0) { if (ScreenPos.X < 0 || ScreenPos.X > Canvas.ClipX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.ClipY) { ScreenPos.x = Canvas.ClipX - ScreenPos.x; ScreenPos = GetClampedScreenPosition(ScreenPos); } else { ScreenPos.x = FClamp(ScreenPos.x, PlayerStatusIconSize, Canvas.ClipX - (PlayerStatusIconSize)); } } else { ScreenPos = GetClampedScreenPosition(ScreenPos); } // Draw boss icon Canvas.SetDrawColorStruct( ZedIconColor ); Canvas.SetPos( ScreenPos.X, ScreenPos.Y ); Canvas.DrawTile( GenericZedIconTexture, IconSizeMult, IconSizeMult, 0, 0, 128, 128 ); } simulated function vector GetClampedScreenPosition(vector OldScreenPosition) { local vector ScreenPos; local float ResModifier; local float YRange; YRange = MaxScreenClampPos * Canvas.ClipY - MinScreenClampPos * Canvas.ClipY; ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * FriendlyHudScale; ScreenPos.x = OldScreenPosition.x < (Canvas.ClipX / 2) ? Canvas.ClipX - (PlayerStatusIconSize * ResModifier) : PlayerStatusIconSize * ResModifier; //flipped do to being behind you OldScreenPosition.y = fclamp(OldScreenPosition.y, 0, Canvas.ClipY); ScreenPos.y = (OldScreenPosition.y / Canvas.ClipY) * YRange + (Canvas.ClipY - YRange) / 2; return ScreenPos; } /********************************************************************************************* `* Pausing ********************************************************************************************* */ /** * Pauses or unpauses the game due to main window's focus being lost. * @param Enable tells whether to enable or disable the pause state */ event OnLostFocusPause(bool bEnable) { // don't pause or unpause after toggling external UI if we have menus up (menu toggling handles pausing on standalone) // (see KFPlayerController::OnExternalUIChanged) if( WorldInfo.NetMode == NM_Standalone && KFPlayerOwner.MyGFxManager.bMenusOpen ) { return; } super.OnLostFocusPause( bEnable ); } /********************************************************************************************* `* Debugging ********************************************************************************************* */ /** Add an actor to the list so that it will recieve a PostRenderFor() */ function SetPostRenderingFor( bool bOn, Actor A ) { if( bOn ) { A.bPostRenderIfNotVisible = true; if( !bShowOverlays ) { SetShowOverlays( true ); } AddPostRenderedActor(A); } else { bPostRenderIfNotVisible = default.bPostRenderIfNotVisible; SetShowOverlays( default.bShowOverlays ); RemovePostRenderedActor(A); } } defaultproperties { PrestigeIconScale=0.75f PulseDuration=0.33 PulseSplit=0.25 PulseMultiplier=0.5 bDrawCrosshair=false CrosshairAccuracyScale=(Points=((InVal=0.0001,OutVal=0.4),(InVal=0.0095,OutVal=0.5),(InVal=0.015,OutVal=0.65))) BaseCrosshairSize=50 Text_NoClipShadowed=(bClipText=false,bEnableShadow=true) ClassicArmorColor=(R=0, G=0, B=255, A=192) ClassicHealthColor=(R=95, G=210, B=255, A=192) ArmorColor=(R=0, G=100, B=210, A=192) // slightly less saturated HealthColor=(R=0, G=192, B=0, A=192) // changed to match 'LightGreenColor' HealthBeingRegeneratedColor=(R=211, G=211, B=211, A=192) NonPlayerHealth=(R=0, G=184, B=97, A=192) PlayerBarBGColor=(R=16, G=16, B=16, A=192) // changed to grey so that depleted health is more obvious. More transparent. PlayerBarTextColor=(R=255, G=255, B=255, A=192) PlayerBarIconColor=(R=255, G=255, B=255, A=192) PlayerBarShadowColor=(R=0, G=0, B=0, A=255) LightGreenColor=(R=0, G=192, B=0, A=192) YellowColor=(R=255, G=176, B=0, A=192) OrangeColor=(R=255, G=96, B=0, A=192) RedHealthColor=(R=173, G=22, B=17, A=192) // changes colors to what players generally expect from active/inactive colors SupplierActiveColor=(R=192, G=192, B=192, A=192) // this actually INACTIVE, not an active color SupplierUsableColor=(R=0, G=192, B=0, A=192) SupplierHalfUsableColor=(R=160, G=192, B=0, A=192) // lime green HumanPlayerIconInterpMult=0.007f PlayerStatusBarBGTexture=Texture2D'EngineResources.WhiteSquareTexture' PlayerStatusBarLengthMax = 150.0f; PlayerStatusIconSize = 32; // 48. slightly smaller to reduce screen clutter ZedIconColor = (R = 255, G = 255, B = 255, A = 192) GenericHumanIconTexture = Texture2D'UI_PerkIcons_TEX.UI_Horzine_H_Logo' GenericZedIconTexture = Texture2D'UI_PerkIcons_TEX.UI_PerkIcon_ZED' IconHighLightTexture = Texture2D'UI_World_TEX.VoicCommsCircleHighlight' VoiceCommsIconHighlightScale = 0.5f CurrentVoiceCommsHighlightAlpha=255 MinScreenClampPos=0.1f MaxScreenClampPos=0.4f MaxDrawDistanceObjective=100000000.f // 100 meters | squared value for performance reasons }