2020-01-10 13:14:11 +00:00
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class KF1HUD_WeaponSelectWidget extends KFGFxHUD_WeaponSelectWidget;
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function SetSelectedWeapon(int GroupIndex, int SelectedIndex)
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{
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2021-05-16 03:37:39 +00:00
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local ScoreboardExtHUD HUD;
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2020-01-10 13:14:11 +00:00
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2021-05-16 03:37:39 +00:00
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HUD = ScoreboardExtHUD(GetPC().MyHUD);
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2020-01-10 13:14:11 +00:00
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if( !HUD.bDisplayInventory )
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{
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HUD.bDisplayInventory = true;
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HUD.InventoryFadeStartTime = GetPC().WorldInfo.TimeSeconds;
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}
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else HUD.RefreshInventory();
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HUD.SelectedInventoryCategory = GroupIndex;
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HUD.SelectedInventoryIndex = SelectedIndex;
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}
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function InitializeObject();
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function SetThowButton();
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simulated function RefreshWeaponSelect();
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simulated function UpdateWeaponGroupOnHUD( byte GroupIndex );
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simulated function SetWeaponGroupList(out array<KFWeapon> WeaponList, byte GroupIndex);
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simulated function SetWeaponList( GFxObject WeaponList, int GroupIndex );
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function Weapon GetSelectedWeapon();
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function UpdateIndex();
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function Hide();
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function SetWeaponCategories();
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function SendWeaponIndex( int GroupIndex, int SelectedIndex );
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function ShowOnlyHUDGroup( byte GroupIndex );
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function ShowAllHUDGroups();
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function FadeOut();
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function RefreshTimer();
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function SetWeaponSwitchStayOpen(bool bStayOpen);
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DefaultProperties
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{
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}
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