Class MS_HUD extends HUD; var localized string PressEscToCancel; var localized string AdjustSensetive; var bool bShowProgress,bProgressDC; var array ProgressLines; var MX_MiniGameBase ActiveGame; function PostBeginPlay() { Super.PostBeginPlay(); ActiveGame = new (PlayerController(Owner)) class'MX_PongGame'; ActiveGame.Init(); ActiveGame.SetFXTrack(class'MS_PC'.Default.TravelData.PendingFX); } event PostRender() { ActiveGame.Canvas = Canvas; ActiveGame.Render(Canvas.ClipX*0.1,Canvas.ClipY*0.2,Canvas.ClipX*0.8,Canvas.ClipY*0.7); ActiveGame.Canvas = None; if (bShowProgress) RenderProgress(); } function Tick(float Delta) { ActiveGame.Tick(Delta); } final function ShowProgressMsg(string S, optional bool bDis) { if (S=="") { bShowProgress = false; return; } bShowProgress = true; ParseStringIntoArray(S,ProgressLines,"|",false); bProgressDC = bDis; if (!bDis) ProgressLines.AddItem(PressEscToCancel); } final function RenderProgress() { local float Y,XL,YL,Sc; local int i; Canvas.Font = Canvas.GetDefaultCanvasFont(); Sc = FMin(Canvas.ClipY/1000.f,3.f); if (bProgressDC) Canvas.SetDrawColor(255,80,80,255); else Canvas.SetDrawColor(255,255,255,255); Y = Canvas.ClipY*0.05; for (i=0; i