class ExtHUD_WeaponSelectWidget extends KFGFxHUD_WeaponSelectWidget; var transient array< class > WeaponGroup; simulated function UpdateWeaponGroupOnHUD( byte GroupIndex ) { local Inventory Inv; local KFWeapon KFW; local byte i; local int Index; local array WeaponsList; local KFGFxObject_TraderItems TraderItems; local Pawn P; local array< class > WPGroup; P = GetPC().Pawn; if ( P == none || P.InvManager == none ) return; for ( Inv = P.InvManager.InventoryChain; Inv != none; Inv = Inv.Inventory ) { KFW = KFWeapon( Inv ); if ( KFW != none && KFW.InventoryGroup == GroupIndex ) WeaponsList.AddItem(KFW); } WPGroup.Length = WeaponsList.Length; TraderItems = KFGameReplicationInfo( P.WorldInfo.GRI ).TraderItems; for ( i = 0; i < WeaponsList.Length; i++ ) { Index = TraderItems.SaleItems.Find('ClassName', WeaponsList[i].Class.Name); if( Index != -1 ) WPGroup[i] = TraderItems.SaleItems[Index].WeaponDef; } WeaponGroup = WPGroup; SetWeaponGroupList(WeaponsList, GroupIndex); } simulated function SetWeaponGroupList(out array WeaponList, byte GroupIndex) { local byte i; local GFxObject DataProvider; local GFxObject TempObj; local bool bUsesAmmo; DataProvider = CreateArray(); if ( DataProvider == None ) return; // gfx has been shut down for (i = 0; i < WeaponList.length; i++) { TempObj = CreateObject( "Object" ); if( WeaponGroup[i] != None ) { TempObj.SetString( "weaponName", WeaponGroup[i].static.GetItemLocalization("ItemName") ); TempObj.SetString( "texturePath", "img://"$WeaponGroup[i].static.GetImagePath() ); } else { TempObj.SetString( "weaponName", WeaponList[i].ItemName ); TempObj.SetString( "texturePath", "img://"$PathName(WeaponList[i].WeaponSelectTexture)); } TempObj.SetInt( "ammoCount", WeaponList[i].AmmoCount[0]); TempObj.SetInt( "spareAmmoCount", WeaponList[i].SpareAmmoCount[0]); //secondary ammo shenanigans TempObj.SetBool("bUsesSecondaryAmmo", WeaponList[i].UsesSecondaryAmmo()&&WeaponList[i].bCanRefillSecondaryAmmo); TempObj.SetBool("bEnabled", WeaponList[i].HasAnyAmmo()); if(WeaponList[i].UsesSecondaryAmmo() && WeaponList[i].bCanRefillSecondaryAmmo) { TempObj.SetBool("bCanRefillSecondaryAmmo", WeaponList[i].SpareAmmoCapacity[1] > 0); TempObj.SetInt( "secondaryAmmoCount", WeaponList[i].AmmoCount[1]); TempObj.SetInt( "secondarySpareAmmoCount", WeaponList[i].SpareAmmoCount[1]); } TempObj.SetBool( "throwable", WeaponList[i].CanThrow()); bUsesAmmo = (WeaponList[i].static.UsesAmmo()); TempObj.SetBool( "bUsesAmmo", bUsesAmmo); DataProvider.SetElementObject( i, TempObj ); } SetWeaponList(DataProvider, GroupIndex); } DefaultProperties { }