292 lines
9.7 KiB
Ucode
292 lines
9.7 KiB
Ucode
//=============================================================================
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// KFGFxInGameHUD_PlayerBackpack
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//=============================================================================
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// HUD container that stores information about the player's Weapon & Equipment, dosh, etc.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Alex Quick 5/15/2014
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//=============================================================================
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class KFGFxHUD_PlayerBackpack extends GFxObject;
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/** Cached KFPlayerController */
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var KFPlayerController MyKFPC;
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// Player's dosh amount as of the last tick
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var int LastDosh;
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// Number of bullets in the current magazine
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var int LastSpareAmmo;
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var int LastMagazineAmmo;
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var bool bUsesAmmo;
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// string used for alternate display in ammo section
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var string LastSpecialAmmo;
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//
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var int LastFlashlightBattery;
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//
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var int LastGrenades;
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var int LastSavedBuild;
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var int LastMaxWeight;
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var int LastWeight;
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// Amount of secondary ammo
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var byte LastSecondaryAmmo;
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var bool bWasUsingAltFireMode;
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var bool bUsesSecondaryAmmo;
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var bool bUsesGrenadesAsSecondaryAmmo;
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var class<KFPerk> LastPerkClass;
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var KFWeapon LastWeapon;
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var KFInventoryManager MyKFInvManager;
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var ASColorTransform DefaultColor;
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var ASColorTransform RedColor;
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var name OldState;
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function InitializeHUD()
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{
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MyKFPC = KFPlayerController(GetPC());
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if( MyKFPC.Pawn != none && MyKFPC.Pawn.InvManager != none )
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{
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MyKFInvManager = KFInventoryManager(MyKFPC.Pawn.InvManager);
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}
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DefaultColor = GetObject("secondaryAmmoContainer").GetColorTransform();
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RedColor = GetObject("FlashlightContainer").GetColorTransform();
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}
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function TickHud(float DeltaTime)
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{
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UpdateDosh();
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UpdateGrenades();
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UpdateWeapon();
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UpdateFlashlight();
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UpdateWeight();
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}
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function UpdateWeight()
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{
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if( MyKFPC.Pawn != none && MyKFPC.Pawn.InvManager != none )
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{
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MyKFInvManager = KFInventoryManager(MyKFPC.Pawn.InvManager);
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if(MyKFInvManager != none && (LastMaxWeight != MyKFInvManager.MaxCarryBlocks || LastWeight != MyKFInvManager.CurrentCarryBlocks))
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{
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SetString("WeightText", MyKFInvManager.CurrentCarryBlocks$"/"$MyKFInvManager.MaxCarryBlocks);
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LastMaxWeight = MyKFInvManager.MaxCarryBlocks;
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LastWeight = MyKFInvManager.CurrentCarryBlocks;
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}
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}
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}
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function UpdateDosh()
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{
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local int CurrentDosh;
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local int DeltaDosh;
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if (MyKFPC.PlayerReplicationInfo != none)
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{
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CurrentDosh = MyKFPC.PlayerReplicationInfo.Score;
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// Update the dosh
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if (CurrentDosh != LastDosh )
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{
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DeltaDosh = CurrentDosh - LastDosh;
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SetInt("backpackDosh" ,DeltaDosh);
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LastDosh = CurrentDosh;
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}
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}
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}
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function UpdateGrenades()
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{
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local int CurrentGrenades;
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if(MyKFPC == None)
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{
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return;
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}
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if(MyKFInvManager != none)
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{
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CurrentGrenades = MyKFInvManager.GrenadeCount;
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}
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//Update the icon the for grenade type.
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if(MyKFPC.CurrentPerk != none)
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{
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if( LastPerkClass != MyKFPC.CurrentPerk.Class ||
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LastSavedBuild != MyKFPC.CurrentPerk.GetSavedBuild() )
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{
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SetString("backpackGrenadeType", "img://" $ MyKFPC.CurrentPerk.GetGrenadeImagePath());
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LastPerkClass = MyKFPC.CurrentPerk.Class;
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LastSavedBuild = MyKFPC.CurrentPerk.GetSavedBuild();
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}
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}
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// Update the grenades count value
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if(CurrentGrenades != LastGrenades)
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{
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SetInt("backpackGrenades" , CurrentGrenades);
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LastGrenades = CurrentGrenades;
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}
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}
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function UpdateWeapon()
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{
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local int CurrentSpareAmmo;
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local int CurrentMagazineAmmo;
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local byte CurrentSecondaryAmmo;
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local string CurrentSpecialAmmo;
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local KFWeapon CurrentWeapon;
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local ASColorTransform ColorChange;
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local name StateName;
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local bool ForceSecondaryWeaponIconUpdate;
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if(MyKFPC != none && MyKFPC.Pawn != none && MyKFPC.Pawn.Weapon != none )
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{
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CurrentWeapon = KFWeapon(MyKFPC.Pawn.Weapon);
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if(CurrentWeapon != none)
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{
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// If we changed weapons
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if( LastWeapon == none || LastWeapon != CurrentWeapon )
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{
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LastWeapon = CurrentWeapon;
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RefreshWeapon(CurrentWeapon);
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ForceSecondaryWeaponIconUpdate = true;
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}
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else if( bWasUsingAltFireMode != CurrentWeapon.bUseAltFireMode )
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{
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UpdateFireModeIcon(CurrentWeapon);
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}
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if (bUsesAmmo)
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{
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// Update the ammo in the weapon's magazine
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CurrentMagazineAmmo = CurrentWeapon.AmmoCount[0];
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if ( CurrentMagazineAmmo != LastMagazineAmmo )
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{
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SetInt("weaponMagazineAmmo" , CurrentMagazineAmmo);
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LastMagazineAmmo = CurrentMagazineAmmo;
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}
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// Update the spare ammo (whatever is not in the magazine)
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CurrentSpareAmmo = CurrentWeapon.GetSpareAmmoForHUD();
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if ( CurrentSpareAmmo != LastSpareAmmo )
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{
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SetInt("backpackStoredAmmo" , CurrentSpareAmmo);
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LastSpareAmmo = CurrentSpareAmmo;
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}
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}
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else
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{
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// if the weapon doesn't use ammo, let them display a special string in that section
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CurrentSpecialAmmo = CurrentWeapon.GetSpecialAmmoForHUD();
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if (CurrentSpecialAmmo != LastSpecialAmmo)
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{
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SetString("specialAmmoString", CurrentSpecialAmmo);
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}
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}
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// always reset the last special ammo since setting a new string turns the default "---" off
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LastSpecialAmmo = CurrentSpecialAmmo;
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StateName = CurrentWeapon.GetStateName();
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if (bUsesSecondaryAmmo)
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{
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CurrentSecondaryAmmo = CurrentWeapon.GetSecondaryAmmoForHUD();
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// Update the amount of ammo
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if (CurrentSecondaryAmmo != LastSecondaryAmmo)
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{
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SetInt("secondaryAmmo" , CurrentSecondaryAmmo);
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LastSecondaryAmmo = CurrentSecondaryAmmo;
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}
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// Force the color of the background if we detect a weapon change and the weapon doesn't use secondary ammo
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if( !bUsesGrenadesAsSecondaryAmmo && ForceSecondaryWeaponIconUpdate )
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{
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GetObject("secondaryAmmoContainer").SetColorTransform(DefaultColor);
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}
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// Update the aspect of the icon
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if ( bUsesGrenadesAsSecondaryAmmo && StateName != OldState)
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{
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OldState = StateName;
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if(CurrentWeapon.HasToReloadSecondaryAmmoForHUD())
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{
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ColorChange.Add = MakeLinearColor(0.65f,0.23f,0.00f,0.2f);
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GetObject("secondaryAmmoContainer").SetColorTransform(ColorChange);
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SetString("secondaryIcon", "img://"$CurrentWeapon.SecondaryAmmoTexture.GetPackageName()$".UI_FireModeSelect_BulletSingleProhibited");
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}
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else
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{
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SetString("secondaryIcon", "img://"$CurrentWeapon.SecondaryAmmoTexture.GetPackageName()$"."$CurrentWeapon.SecondaryAmmoTexture);
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GetObject("secondaryAmmoContainer").SetColorTransform(DefaultColor);
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}
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}
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}
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}
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}
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}
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function UpdateFireModeIcon( KFWeapon CurrentWeapon )
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{
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local byte NewFireModeIndex;
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NewFireModeIndex = CurrentWeapon.bUseAltFireMode ? CurrentWeapon.ALTFIRE_FIREMODE : CurrentWeapon.DEFAULT_FIREMODE;
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// Update Fire Mode Icons
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if( Len(CurrentWeapon.FireModeIconPaths[NewFireModeIndex]) > 0)
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{
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SetString("firemodeIcon", "img://"$CurrentWeapon.FireModeIconPaths[NewFireModeIndex].GetPackageName()$"."$CurrentWeapon.FireModeIconPaths[NewFireModeIndex]);
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}
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bWasUsingAltFireMode = CurrentWeapon.bUseAltFireMode;
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}
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function RefreshWeapon(KFWeapon CurrentWeapon)
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{
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bUsesAmmo = CurrentWeapon.UsesAmmo();
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SetBool("bUsesAmmo", bUsesAmmo);
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bUsesSecondaryAmmo = CurrentWeapon.UsesSecondaryAmmo();
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bUsesGrenadesAsSecondaryAmmo = CurrentWeapon.UsesGrenadesAsSecondaryAmmo();
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SetBool("bUsesSecondaryAmmo", bUsesSecondaryAmmo);
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if( bUsesSecondaryAmmo )
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{
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SetString("secondaryIcon", "img://"$CurrentWeapon.SecondaryAmmoTexture.GetPackageName()$"."$CurrentWeapon.SecondaryAmmoTexture);
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}
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UpdateFireModeIcon(CurrentWeapon);
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}
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function UpdateFlashlight()
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{
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local KFPawn_Human MyKFP;
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local int CurrentFlashlightBattery;
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if(MyKFPC != none && MyKFPC.Pawn != none)
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{
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MyKFP = KFPawn_Human(MyKFPC.Pawn);
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if ( MyKFP != none )
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{
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CurrentFlashlightBattery = MyKFP.BatteryCharge;
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if ( CurrentFlashlightBattery != LastFlashlightBattery )
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{
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SetFlashlightBattery(CurrentFlashlightBattery, MyKFP.bFlashlightOn);
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LastFlashlightBattery = CurrentFlashlightBattery;
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}
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}
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}
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}
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function SetFlashlightBattery( int BatteryCharge, bool bIsOn )
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{
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ActionscriptVoid( "setFlashlightBattery" );
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}
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DefaultProperties
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{
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LastMaxWeight=-1
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LastWeight=-1
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}
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