version 126 => integrate with UT v469e
This commit is contained in:
28
Classes/DummyArenaMutator.uc
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28
Classes/DummyArenaMutator.uc
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//=============================================================================
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// DummyArenaMutator.
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//=============================================================================
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class DummyArenaMutator extends Arena;
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/*=============================================================================
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Used for no other purpose than to put an Arena mutator into the chain so ammo
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will stay in LastManStanding NIUT games with weapons being cycled and no auto
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incrementing of ammo. If any other arena mutator is used, this should *not*
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be used (only one arena mutator at a time can be loaded).
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=============================================================================*/
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function bool AlwaysKeep(Actor Other)
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{
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if ( NextMutator != None )
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return ( NextMutator.AlwaysKeep(Other) );
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return false;
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}
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function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
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{
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return true;
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}
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defaultproperties
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{
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}
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748
Classes/NIUTConfigDialog.uc
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748
Classes/NIUTConfigDialog.uc
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@@ -0,0 +1,748 @@
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//============================================================================
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// NIUTConfigDialog.
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//=============================================================================
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class NIUTConfigDialog expands UWindowDialogClientWindow;
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var UWindowSmallCloseButton CloseButton;
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var UWindowSmallButton DefaultsButton;
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const AmmoTableHOffset = 120;
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const AmmoTableSize = 48;
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const EditControlVerticalSpacing = 18;
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const PowerUpsTableOffset = 120;
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const PowerUpsTableSize = 80;
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const TablesVOffset = 8;
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// NIUT main options
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var UWindowCheckBox
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CycleWeaponsCheckBox,
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RandomWeaponsCheckBox,
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UseAllWeaponsCheckBox;
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var UWindowLabelControl
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TimeBetweenWeaponSwitchesMinLC,
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TimeBetweenWeaponSwitchesMaxLC,
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TimeBetweenAmmoIncrementsLC,
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TimeBetweenHealthIncrementsLC,
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HealthIncrementAmountLC,
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StartHealthLC,
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MaxHealthLC;
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var UWindowEditControl
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TimeBetweenAmmoIncrementsEC,
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TimeBetweenWeaponSwitchesMinEC,
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TimeBetweenWeaponSwitchesMaxEC,
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TimeBetweenHealthIncrementsEC,
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HealthIncrementAmountEC,
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StartHealthEC,
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MaxHealthEC;
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// weapons
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var UWindowCheckBox
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UseBioRifleCheckBox,
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UseChainSawCheckBox,
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UseEnforcerCheckBox,
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UseFlakCannonCheckBox,
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UseImpactHammerCheckBox,
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UseMiniGunCheckBox,
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UsePulseGunCheckBox,
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UseRipperCheckBox,
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UseRocketLauncherCheckBox,
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UseRedeemerCheckBox,
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UseShockRifleCheckBox,
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UseSniperRifleCheckBox,
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UseSuperShockRifleCheckBox,
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UseUnrealIASMDCheckBox,
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UseUnrealIAutoMagCheckBox,
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UseUnrealIDispersionPistolCheckBox,
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UseUnrealIFlakCannonCheckBox,
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UseUnrealIEightballCheckBox,
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UseUnrealIGESBioRifleCheckBox,
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UseUnrealIMinigunCheckBox,
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UseUnrealIRazorjackCheckBox,
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UseUnrealIRifleCheckBox,
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UseUnrealIStingerCheckBox;
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// ammo labels
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var UWindowLabelControl
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InitialAmmoLC,
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MaxAmmoLC,
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RateAmmoLC,
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BioAmmoLC,
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GunAmmoLC,
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FlakAmmoLC,
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PulseAmmoLC,
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RedeemerAmmoLC,
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RifleAmmoLC,
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RipperAmmoLC,
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RocketAmmoLC,
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ShockAmmoLC,
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StingerAmmoLC;
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// ammo edits - disabled if cycling weapons and not incrementing ammo
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var UWindowEditControl
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InitialBioAmmoEC, RateBioAmmoPerSecEC, MaxBioAmmoEC,
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InitialGunAmmoEC, RateGunAmmoPerSecEC, MaxGunAmmoEC,
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InitialFlakAmmoEC, RateFlakAmmoPerSecEC, MaxFlakAmmoEC,
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InitialPulseAmmoEC, RatePulseAmmoPerSecEC, MaxPulseAmmoEC,
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InitialRedeemerAmmoEC, RateRedeemerAmmoPerSecEC, MaxRedeemerAmmoEC,
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InitialRifleAmmoEC, RateRifleAmmoPerSecEC, MaxRifleAmmoEC,
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InitialRipperAmmoEC, RateRipperAmmoPerSecEC, MaxRipperAmmoEC,
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InitialRocketAmmoEC, RateRocketAmmoPerSecEC, MaxRocketAmmoEC,
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InitialShockAmmoEC, RateShockAmmoPerSecEC, MaxShockAmmoEC,
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InitialStingerAmmoEC, RateStingerAmmoPerSecEC, MaxStingerAmmoEC;
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// power ups
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var UWindowLabelControl
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PowerUpDelayMinLC, PowerUpDelayMaxLC, PowerUpDurationMinLC, PowerUpDurationMaxLC,
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DamageAmplifierLC, JumpbootsLC, InvisibilityLC;
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var UWindowEditControl
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InvisibilityDelayMinEC, InvisibilityDelayMaxEC, InvisibilityDurationMinEC, InvisibilityDurationMaxEC,
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DamageAmplifierDelayMinEC, DamageAmplifierDelayMaxEC, DamageAmplifierDurationMinEC, DamageAmplifierDurationMaxEC,
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JumpBootsDelayMinEC, JumpBootsDelayMaxEC, JumpBootsDurationMinEC, JumpBootsDurationMaxEC;
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var class<NIUTMutator> UMutator;
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// used to vertically position the components
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var int SpacingOffset;
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var int HOffset, VOffset;
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//-----------------------------------------------------------------------------
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function AddCheckBox( out int HorzOffset, int HorzInc, out int VertOffset, int VertInc, out UWindowCheckBox CB, string LabelText, string HelpText, bool bChecked )
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{
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CB = UWindowCheckBox( CreateControl(class'UWindowCheckBox', HorzOffset, VertOffset, (WinWidth/4)-16, 16) );
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CB.SetText( LabelText );
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CB.SetHelpText( HelpText );
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CB.SetFont(F_Normal);
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CB.bChecked = bChecked;
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CB.Align = TA_Left;
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CB.Register(self);
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HorzOffset += HorzInc;
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VertOffset += VertInc;
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}
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//-----------------------------------------------------------------------------
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function AddLabelControl( out int HorzOffset, int HorzInc, out int VertOffset, int VertInc, int Width, out UWindowLabelControl LC, string LabelText, string HelpText )
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{
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LC = UWindowLabelControl( CreateControl(class'UWindowLabelControl', HorzOffset, VertOffset, Width, 16) );
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LC.SetText( LabelText );
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LC.SetHelpText( HelpText );
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LC.SetFont(F_Normal);
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LC.Align = TA_Left;
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LC.Register(self);
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HorzOffset += HorzInc;
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VertOffset += VertInc;
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}
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//-----------------------------------------------------------------------------
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function AddIntEditControl( out int HorzOffset, int HorzInc, out int VertOffset, int VertInc, int Width, out UWindowEditControl EC, string LabelText, string HelpText, int Val, optional int MaxLen )
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{
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EC = UWindowEditControl(CreateControl(class'UWindowEditControl', HorzOffset, VertOffset, Width, 16));
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EC.SetText( LabelText );
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EC.SetHelpText( HelpText );
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EC.SetFont(F_Normal);
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EC.SetNumericOnly(True);
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if( MaxLen != 0 )
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EC.SetMaxLength( MaxLen );
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else
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EC.SetMaxLength(3);
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EC.Align = TA_Right;
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EC.EditBox.Offset = 0;
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EC.EditBoxWidth = WinWidth/22;
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EC.SetValue(string(Val));
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EC.Register(self);
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HorzOffset += HorzInc;
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VertOffset += VertInc;
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}
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//-----------------------------------------------------------------------------
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function AddFltEditControl( out int HorzOffset, int HorzInc, out int VertOffset, int VertInc, int Width, out UWindowEditControl EC, string LabelText, string HelpText, float Val )
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{
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EC = UWindowEditControl(CreateControl(class'UWindowEditControl', HorzOffset, VertOffset, Width, 16));
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EC.SetText( LabelText );
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EC.SetHelpText( HelpText );
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EC.SetFont(F_Normal);
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EC.SetNumericOnly(True);
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EC.SetNumericFloat(True);
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EC.SetMaxLength(8);
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EC.Align = TA_Right;
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EC.EditBox.Offset = 0;
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EC.EditBoxWidth = WinWidth/11;
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EC.SetValue(string(Val));
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EC.Register(self);
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HorzOffset += HorzInc;
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VertOffset += VertInc;
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}
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//-----------------------------------------------------------------------------
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function Created()
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{
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Super.Created();
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// close button
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CloseButton = UWindowSmallCloseButton(CreateWindow(class'UWindowSmallCloseButton', WinWidth-48, WinHeight-19, 48, 16));
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// defaults button
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DefaultsButton = UWindowSmallButton(CreateControl(class'UWindowSmallButton', WinWidth-96-8, WinHeight-19, 48, 16));
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DefaultsButton.SetText( "Defaults" );
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DefaultsButton.SetHelpText( "Restore default settings." );
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// main options
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HOffset = 8;
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VOffset = 8;
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AddCheckBox( HOffset, 0, VOffset, SpacingOffset, CycleWeaponsCheckBox, "Cycle Weapons:", "If checked, specified weapons are cycled, otherwise everyone has all specified weapons at all times (and ammo is given out automatically).", UMutator.default.bCycleWeapons );
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AddCheckBox( HOffset, 0, VOffset, SpacingOffset, RandomWeaponsCheckBox, "Random Weapons:", "If checked and cycling weapons, weapons are selected randomly, otherwise weapons are selected in order.", UMutator.default.bRandomWeapons );
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AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseAllWeaponsCheckBox, "Use All Weapons:", "If checked and cycling weapons randomly, each weapon will be used once each time through the list.", UMutator.default.bUseAllWeapons );
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HOffset = 168;
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VOffset = 8;
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, TimeBetweenWeaponSwitchesMinLC, "Min Time Between Weapon Switches:", "Minimum time (seconds) server waits between weapon switches (when cycling weapons)." );
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, TimeBetweenWeaponSwitchesMaxLC, "Max Time Between Weapon Switches:", "Maximum time (seconds) server waits between weapon switches (when cycling weapons)." );
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, TimeBetweenAmmoIncrementsLC, "Time Between Ammo Increments:", "Time (seconds) between ammo increments. Use 0.0 to disable (pickups become ammo). If set to 0.0 and weapons not cycled will default to 1.0." );
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, TimeBetweenHealthIncrementsLC, "Time Between Health Increments:", "Time (seconds) server waits between health increments." );
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, HealthIncrementAmountLC, "Health Increment Amount:", "Amount of health server will give to everyone when it is time to give out health." );
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, StartHealthLC, "Initial Health:", "Health that everyone starts out with (if 0, uses default for pawns)." );
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AddLabelControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/3, MaxHealthLC, "Maximum Incremented Health:", "Maximum that health can be incremented to by server (if 0, uses default for pawns). Health vials still increment to 199." );
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HOffset = 360;
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VOffset = 8;
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AddFltEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/11, TimeBetweenWeaponSwitchesMinEC, "", "Minimum time (seconds) server waits between weapon switches (when cycling weapons).", UMutator.default.TimeBetweenWeaponSwitchesMin );
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AddFltEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/11, TimeBetweenWeaponSwitchesMaxEC, "", "Maximum time (seconds) server waits between weapon switches (when cycling weapons).", UMutator.default.TimeBetweenWeaponSwitchesMax );
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AddFltEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/11, TimeBetweenAmmoIncrementsEC, "", "Time (seconds) server waits between giving out ammo to everyone (if 0.0, pickups become ammo for the current weapon).", UMutator.default.TimeBetweenAmmoIncrements );
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AddFltEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/11, TimeBetweenHealthIncrementsEC, "", "Time (seconds) server waits between giving out health to everyone.", UMutator.default.TimeBetweenHealthIncrements );
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AddIntEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/22, HealthIncrementAmountEC, "", "Amount of health server will give to everyone when it is time to give out health.", UMutator.default.HealthIncrementAmount );
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AddIntEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/22, StartHealthEC, "", "Health that everyone starts out with (if 0, uses default for pawns).", UMutator.default.StartHealth, 4 );
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AddIntEditControl( HOffset, 0, VOffset, EditControlVerticalSpacing, WinWidth/22, MaxHealthEC, "", "Maximum that health can be incremented to by server (if 0, uses default for pawns). Health vials still increment to 199.", UMutator.default.MaxHealth, 4 );
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// ammo
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HOffset = 8 + AmmoTableHOffset;
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VOffset += TablesVOffset;
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AddLabelControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/20, InitialAmmoLC, "Initial", "Amount of ammo that the weapon starts out with." );
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AddLabelControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/20, MaxAmmoLC, "Max", "Maximum amount of ammo for the weapon (0 = default)." );
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AddLabelControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/20, RateAmmoLC, "Rate", "Rate (amount per second) at which the weapon's ammo increments (if not cycling weapons or if AmmoIncrementRate is set)." );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, BioAmmoLC, "Bio Rifle Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialBioAmmoEC, "", "", UMutator.default.InitialBioAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxBioAmmoEC, "", "", UMutator.default.MaxBioAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateBioAmmoPerSecEC, "", "", UMutator.default.RateBioAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, GunAmmoLC, "Gun Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialGunAmmoEC, "", "", UMutator.default.InitialGunAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxGunAmmoEC, "", "", UMutator.default.MaxGunAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateGunAmmoPerSecEC, "", "", UMutator.default.RateGunAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, FlakAmmoLC, "Flak Cannon Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialFlakAmmoEC, "", "", UMutator.default.InitialFlakAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxFlakAmmoEC, "", "", UMutator.default.MaxFlakAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateFlakAmmoPerSecEC, "", "", UMutator.default.RateFlakAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, PulseAmmoLC, "Pulse Gun Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialPulseAmmoEC, "", "", UMutator.default.InitialPulseAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxPulseAmmoEC, "", "", UMutator.default.MaxPulseAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RatePulseAmmoPerSecEC, "", "", UMutator.default.RatePulseAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, RedeemerAmmoLC, "Redeemer Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialRedeemerAmmoEC, "", "", UMutator.default.InitialRedeemerAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxRedeemerAmmoEC, "", "", UMutator.default.MaxRedeemerAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateRedeemerAmmoPerSecEC, "", "", UMutator.default.RateRedeemerAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, RifleAmmoLC, "Rifle Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialRifleAmmoEC, "", "", UMutator.default.InitialRifleAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxRifleAmmoEC, "", "", UMutator.default.MaxRifleAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateRifleAmmoPerSecEC, "", "", UMutator.default.RateRifleAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, RipperAmmoLC, "Ripper Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialRipperAmmoEC, "", "", UMutator.default.InitialRipperAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxRipperAmmoEC, "", "", UMutator.default.MaxRipperAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateRipperAmmoPerSecEC, "", "", UMutator.default.RateRipperAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, RocketAmmoLC, "Rocket Launcher Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialRocketAmmoEC, "", "", UMutator.default.InitialRocketAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxRocketAmmoEC, "", "", UMutator.default.MaxRocketAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateRocketAmmoPerSecEC, "", "", UMutator.default.RateRocketAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, ShockAmmoLC, "Shock Rifle Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialShockAmmoEC, "", "", UMutator.default.InitialShockAmmo );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxShockAmmoEC, "", "", UMutator.default.MaxShockAmmo );
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AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateShockAmmoPerSecEC, "", "", UMutator.default.RateShockAmmoPerSec );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, AmmoTableHOffset, VOffset, 0, WinWidth/5, StingerAmmoLC, "Stinger Ammo:", "" );
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AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, InitialStingerAmmoEC, "", "", UMutator.default.InitialStingerAmmo );
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||||
AddIntEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/22, MaxStingerAmmoEC, "", "", UMutator.default.MaxStingerAmmo );
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||||
AddFltEditControl( HOffset, AmmoTableSize, VOffset, 0, WinWidth/11, RateStingerAmmoPerSecEC, "", "", UMutator.default.RateStingerAmmoPerSec );
|
||||
|
||||
// power-ups
|
||||
HOffset = 8 + PowerUpsTableOffset;
|
||||
VOffset += TablesVOffset;
|
||||
VOffset += EditControlVerticalSpacing;
|
||||
AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDelayMinLC, "Min Delay", "Min time (seconds) before power up is given to everyone (0.0 disables power up)." );
|
||||
AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDelayMaxLC, "Max Delay", "Max time (seconds) before power up is given to everyone (if enabled)." );
|
||||
AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDurationMinLC, "Min Duration", "Min duration (seconds) of power up (if enabled)." );
|
||||
AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDurationMaxLC, "Max Duration", "Max duration (seconds) of power up (if enabled)." );
|
||||
|
||||
HOffset = 8;
|
||||
VOffset += EditControlVerticalSpacing;
|
||||
AddLabelControl( HOffset, PowerUpsTableOffset, VOffset, 0, WinWidth/5, DamageAmplifierLC, "Damage Amplifier:", "" );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDelayMinEC, "", "", UMutator.default.DamageAmplifierDelayMin );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDelayMaxEC, "", "", UMutator.default.DamageAmplifierDelayMax );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDurationMinEC, "", "", UMutator.default.DamageAmplifierDurationMin );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDurationMaxEC, "", "", UMutator.default.DamageAmplifierDurationMax );
|
||||
|
||||
HOffset = 8;
|
||||
VOffset += EditControlVerticalSpacing;
|
||||
AddLabelControl( HOffset, PowerUpsTableOffset, VOffset, 0, WinWidth/5, JumpBootsLC, "JumpBoots:", "" );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, JumpBootsDelayMinEC, "", "", UMutator.default.JumpBootsDelayMin );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, JumpBootsDelayMaxEC, "", "", UMutator.default.JumpBootsDelayMax );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, JumpBootsDurationMinEC, "", "", UMutator.default.JumpBootsDurationMin );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, JumpBootsDurationMaxEC, "", "", UMutator.default.JumpBootsDurationMax );
|
||||
|
||||
HOffset = 8;
|
||||
VOffset += EditControlVerticalSpacing;
|
||||
AddLabelControl( HOffset, PowerUpsTableOffset, VOffset, 0, WinWidth/5, InvisibilityLC, "Invisibility:", "" );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, InvisibilityDelayMinEC, "", "", UMutator.default.InvisibilityDelayMin );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, InvisibilityDelayMaxEC, "", "", UMutator.default.InvisibilityDelayMax );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, InvisibilityDurationMinEC, "", "", UMutator.default.InvisibilityDurationMin );
|
||||
AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, InvisibilityDurationMaxEC, "", "", UMutator.default.InvisibilityDurationMax );
|
||||
|
||||
// weapons
|
||||
HOffset = (3*WinWidth/4) + 8;
|
||||
VOffset = 8;
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseBioRifleCheckBox, "Bio Rifle", "If checked Bio Rifle will be used.", UMutator.default.bUseBioRifle );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseChainSawCheckBox, "Chainsaw", "If checked Chainsaw will be used.", UMutator.default.bUseChainSaw );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseEnforcerCheckBox, "Enforcer", "If checked Enforcer will be used.", UMutator.default.bUseEnforcer );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseFlakCannonCheckBox, "Flak Cannon", "If checked Flak Cannon will be used.", UMutator.default.bUseFlakCannon );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseImpactHammerCheckBox, "Impact Hammer", "If checked Impact Hammer will be used.", UMutator.default.bUseImpactHammer );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseMiniGunCheckBox, "Minigun", "If checked Minigun will be used.", UMutator.default.bUseMiniGun );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UsePulseGunCheckBox, "Pulse Gun", "If checked Pulse Gun will be used.", UMutator.default.bUsePulseGun );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseRedeemerCheckBox, "Redeemer", "If checked Redeemer will be used.", UMutator.default.bUseRedeemer );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseRipperCheckBox, "Ripper", "If checked Ripper will be used.", UMutator.default.bUseRipper );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseRocketLauncherCheckBox, "Rocket Launcher", "If checked Rocket Launcher will be used.", UMutator.default.bUseRocketLauncher );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseShockRifleCheckBox, "Shock Rifle", "If checked Shock Rifle will be used.", UMutator.default.bUseShockRifle );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseSniperRifleCheckBox, "Sniper Rifle", "If checked Sniper Rifle will be used.", UMutator.default.bUseSniperRifle );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseSuperShockRifleCheckBox, "Super Shock Rifle", "If checked Super Shock Rifle will be used.", UMutator.default.bUseSuperShockRifle );
|
||||
|
||||
VOffset += SpacingOffset;
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIASMDCheckBox, "UnrealI ASMD*", "If checked UnrealI ASMD will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIASMD );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIAutoMagCheckBox, "UnrealI Auto Mag*", "If checked UnrealI Auto Mag will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIAutoMag );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIDispersionPistolCheckBox,"UnrealI Dispersion Pistol*", "If checked UnrealI Dispersion Pistol will be used (*only works in singleplayer games).",UMutator.default.bUseUnrealIDispersionPistol );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIEightballCheckBox, "UnrealI Eightball*", "If checked UnrealI Eightball will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIEightball );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIFlakCannonCheckBox, "UnrealI Flak Cannon*", "If checked UnrealI Flak Cannon will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIFlakCannon );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIGESBioRifleCheckBox, "UnrealI GES Bio Rifle*", "If checked UnrealI GES Bio Rifle will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIGESBioRifle );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIMinigunCheckBox, "UnrealI Minigun*", "If checked UnrealI Minigun will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIMinigun );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIRazorjackCheckBox, "UnrealI Razorjack*", "If checked UnrealI Razorjack be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIRazorjack );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIRifleCheckBox, "UnrealI Rifle*", "If checked UnrealI Rifle will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIRifle );
|
||||
AddCheckBox( HOffset, 0, VOffset, SpacingOffset, UseUnrealIStingerCheckBox, "UnrealI Stinger*", "If checked UnrealI Stinger will be used (*only works in singleplayer games).", UMutator.default.bUseUnrealIStinger );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Paint(Canvas C, float X, float Y)
|
||||
{
|
||||
local Texture T;
|
||||
Super.Paint(C, X, Y);
|
||||
T = GetLookAndFeelTexture();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Close(optional bool bByParent)
|
||||
{
|
||||
// save NIUTMutator config
|
||||
UMutator.default.bCycleWeapons = CycleWeaponsCheckBox.bChecked;
|
||||
UMutator.default.bRandomWeapons = RandomWeaponsCheckBox.bChecked;
|
||||
UMutator.default.bUseAllWeapons = UseAllWeaponsCheckBox.bChecked;
|
||||
|
||||
UMutator.default.TimeBetweenWeaponSwitchesMin = RangeFloat( float(TimeBetweenWeaponSwitchesMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.TimeBetweenWeaponSwitchesMax = RangeFloat( float(TimeBetweenWeaponSwitchesMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.TimeBetweenAmmoIncrements = RangeFloat( float(TimeBetweenAmmoIncrementsEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.TimeBetweenHealthIncrements = RangeFloat( float(TimeBetweenHealthIncrementsEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.HealthIncrementAmount = RoundRangeInt( float(HealthIncrementAmountEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.StartHealth = RoundRangeInt( float(StartHealthEC.EditBox.Value), 0, 9999 );
|
||||
UMutator.default.MaxHealth = RoundRangeInt( float(MaxHealthEC.EditBox.Value), 0, 9999 );
|
||||
|
||||
UMutator.default.InitialBioAmmo = RoundRangeInt( float(InitialBioAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxBioAmmo = RoundRangeInt( float(MaxBioAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateBioAmmoPerSec = RangeFloat( float(RateBioAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialGunAmmo = RoundRangeInt( float(InitialGunAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxGunAmmo = RoundRangeInt( float(MaxGunAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateGunAmmoPerSec = RangeFloat( float(RateGunAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialFlakAmmo = RoundRangeInt( float(InitialFlakAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxFlakAmmo = RoundRangeInt( float(MaxFlakAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateFlakAmmoPerSec = RangeFloat( float(RateFlakAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialPulseAmmo = RoundRangeInt( float(InitialPulseAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxPulseAmmo = RoundRangeInt( float(MaxPulseAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RatePulseAmmoPerSec = RangeFloat( float(RatePulseAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialRedeemerAmmo = RoundRangeInt( float(InitialRedeemerAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxRedeemerAmmo = RoundRangeInt( float(MaxRedeemerAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateRedeemerAmmoPerSec = RangeFloat( float(RateRedeemerAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialRifleAmmo = RoundRangeInt( float(InitialRifleAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxRifleAmmo = RoundRangeInt( float(MaxRifleAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateRifleAmmoPerSec = RangeFloat( float(RateRifleAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialRipperAmmo = RoundRangeInt( float(InitialRipperAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxRipperAmmo = RoundRangeInt( float(MaxRipperAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateRipperAmmoPerSec = RangeFloat( float(RateRipperAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialRocketAmmo = RoundRangeInt( float(InitialRocketAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxRocketAmmo = RoundRangeInt( float(MaxRocketAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateRocketAmmoPerSec = RangeFloat( float(RateRocketAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialShockAmmo = RoundRangeInt( float(InitialShockAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxShockAmmo = RoundRangeInt( float(MaxShockAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateShockAmmoPerSec = RangeFloat( float(RateShockAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.InitialStingerAmmo = RoundRangeInt( float(InitialStingerAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.MaxStingerAmmo = RoundRangeInt( float(MaxStingerAmmoEC.EditBox.Value), 0, 999 );
|
||||
UMutator.default.RateStingerAmmoPerSec = RangeFloat( float(RateStingerAmmoPerSecEC.EditBox.Value), 0.0, 100.0 );
|
||||
|
||||
UMutator.default.bUseBioRifle = UseBioRifleCheckBox.bChecked;
|
||||
UMutator.default.bUseChainSaw = UseChainSawCheckBox.bChecked;
|
||||
UMutator.default.bUseEnforcer = UseEnforcerCheckBox.bChecked;
|
||||
UMutator.default.bUseFlakCannon = UseFlakCannonCheckBox.bChecked;
|
||||
UMutator.default.bUseImpactHammer = UseImpactHammerCheckBox.bChecked;
|
||||
UMutator.default.bUseMiniGun = UseMiniGunCheckBox.bChecked;
|
||||
UMutator.default.bUsePulseGun = UsePulseGunCheckBox.bChecked;
|
||||
UMutator.default.bUseRedeemer = UseRedeemerCheckBox.bChecked;
|
||||
UMutator.default.bUseRipper = UseRipperCheckBox.bChecked;
|
||||
UMutator.default.bUseRocketLauncher = UseRocketLauncherCheckBox.bChecked;
|
||||
UMutator.default.bUseShockRifle = UseShockRifleCheckBox.bChecked;
|
||||
UMutator.default.bUseSniperRifle = UseSniperRifleCheckBox.bChecked;
|
||||
UMutator.default.bUseSuperShockRifle = UseSuperShockRifleCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIASMD = UseUnrealIASMDCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIAutoMag = UseUnrealIAutoMagCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIDispersionPistol = UseUnrealIDispersionPistolCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIEightball = UseUnrealIEightballCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIFlakCannon = UseUnrealIFlakCannonCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIGESBioRifle = UseUnrealIGESBioRifleCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIMinigun = UseUnrealIMinigunCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIRazorjack = UseUnrealIRazorjackCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIRifle = UseUnrealIRifleCheckBox.bChecked;
|
||||
UMutator.default.bUseUnrealIStinger = UseUnrealIStingerCheckBox.bChecked;
|
||||
|
||||
UMutator.default.DamageAmplifierDelayMin = RangeFloat(float(DamageAmplifierDelayMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.DamageAmplifierDelayMax = RangeFloat(float(DamageAmplifierDelayMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.DamageAmplifierDurationMin = RangeFloat(float(DamageAmplifierDurationMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.DamageAmplifierDurationMax = RangeFloat(float(DamageAmplifierDurationMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
|
||||
UMutator.default.JumpBootsDelayMin = RangeFloat(float(JumpBootsDelayMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.JumpBootsDelayMax = RangeFloat(float(JumpBootsDelayMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.JumpBootsDurationMin = RangeFloat(float(JumpBootsDurationMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.JumpBootsDurationMax = RangeFloat(float(JumpBootsDurationMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
|
||||
UMutator.default.InvisibilityDelayMin = RangeFloat(float(InvisibilityDelayMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.InvisibilityDelayMax = RangeFloat(float(InvisibilityDelayMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.InvisibilityDurationMin = RangeFloat(float(InvisibilityDurationMinEC.EditBox.Value), 0.0, 999.0 );
|
||||
UMutator.default.InvisibilityDurationMax = RangeFloat(float(InvisibilityDurationMaxEC.EditBox.Value), 0.0, 999.0 );
|
||||
|
||||
UMutator.static.StaticSaveConfig();
|
||||
|
||||
Super.Close(bByParent);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function RestoreDefaults()
|
||||
{
|
||||
// restore default NIUTMutator config -- can't figure out a way to get at class defaults
|
||||
// so far before these are overridden by values in the config file (no can do?).
|
||||
|
||||
CycleWeaponsCheckBox.bChecked = true;
|
||||
RandomWeaponsCheckBox.bChecked = true;
|
||||
UseAllWeaponsCheckBox.bChecked = true;
|
||||
|
||||
TimeBetweenWeaponSwitchesMinEC.SetValue( "75.000000" );
|
||||
TimeBetweenWeaponSwitchesMaxEC.SetValue( "75.000000" );
|
||||
TimeBetweenAmmoIncrementsEC.SetValue( "0.000000" );
|
||||
TimeBetweenHealthIncrementsEC.SetValue( "1.000000" );
|
||||
HealthIncrementAmountEC.SetValue( "5" );
|
||||
StartHealthEC.SetValue( "0" );
|
||||
MaxHealthEC.SetValue( "0" );
|
||||
|
||||
InitialBioAmmoEC.SetValue( "50" );
|
||||
MaxBioAmmoEC.SetValue( "100" );
|
||||
RateBioAmmoPerSecEC.SetValue( "0.250000" );
|
||||
|
||||
InitialGunAmmoEC.SetValue( "100" );
|
||||
MaxGunAmmoEC.SetValue( "199" );
|
||||
RateGunAmmoPerSecEC.SetValue( "5.000000" );
|
||||
|
||||
InitialFlakAmmoEC.SetValue( "12" );
|
||||
MaxFlakAmmoEC.SetValue( "50" );
|
||||
RateFlakAmmoPerSecEC.SetValue( "0.200000" );
|
||||
|
||||
InitialPulseAmmoEC.SetValue( "50" );
|
||||
MaxPulseAmmoEC.SetValue( "199" );
|
||||
RatePulseAmmoPerSecEC.SetValue( "2.000000" );
|
||||
|
||||
InitialRedeemerAmmoEC.SetValue( "0" );
|
||||
MaxRedeemerAmmoEC.SetValue( "1" );
|
||||
RateRedeemerAmmoPerSecEC.SetValue( "0.050000" );
|
||||
|
||||
InitialRifleAmmoEC.SetValue( "12" );
|
||||
MaxRifleAmmoEC.SetValue( "50" );
|
||||
RateRifleAmmoPerSecEC.SetValue( "0.500000" );
|
||||
|
||||
InitialRipperAmmoEC.SetValue( "25" );
|
||||
MaxRipperAmmoEC.SetValue( "75" );
|
||||
RateRipperAmmoPerSecEC.SetValue( "1.500000" );
|
||||
|
||||
InitialRocketAmmoEC.SetValue( "12" );
|
||||
MaxRocketAmmoEC.SetValue( "48" );
|
||||
RateRocketAmmoPerSecEC.SetValue( "0.250000" );
|
||||
|
||||
InitialShockAmmoEC.SetValue( "12" );
|
||||
MaxShockAmmoEC.SetValue( "50" );
|
||||
RateShockAmmoPerSecEC.SetValue( "0.670000" );
|
||||
|
||||
InitialStingerAmmoEC.SetValue( "50" );
|
||||
MaxStingerAmmoEC.SetValue( "200" );
|
||||
RateStingerAmmoPerSecEC.SetValue( "5.000000" );
|
||||
|
||||
UseBioRifleCheckBox.bChecked = false;
|
||||
UseChainSawCheckBox.bChecked = false;
|
||||
UseEnforcerCheckBox.bChecked = false;
|
||||
UseFlakCannonCheckBox.bChecked = false;
|
||||
UseImpactHammerCheckBox.bChecked = false;
|
||||
UseMiniGunCheckBox.bChecked = true;
|
||||
UsePulseGunCheckBox.bChecked = false;
|
||||
UseRedeemerCheckBox.bChecked = false;
|
||||
UseRipperCheckBox.bChecked = true;
|
||||
UseRocketLauncherCheckBox.bChecked = true;
|
||||
UseShockRifleCheckBox.bChecked = false;
|
||||
UseSniperRifleCheckBox.bChecked = true;
|
||||
UseSuperShockRifleCheckBox.bChecked = false;
|
||||
UseUnrealIASMDCheckBox.bChecked = false;
|
||||
UseUnrealIAutoMagCheckBox.bChecked = false;
|
||||
UseUnrealIDispersionPistolCheckBox.bChecked = false;
|
||||
UseUnrealIEightballCheckBox.bChecked = false;
|
||||
UseUnrealIFlakCannonCheckBox.bChecked = false;
|
||||
UseUnrealIGESBioRifleCheckBox.bChecked = false;
|
||||
UseUnrealIMinigunCheckBox.bChecked = false;
|
||||
UseUnrealIRazorjackCheckBox.bChecked = false;
|
||||
UseUnrealIRifleCheckBox.bChecked = false;
|
||||
UseUnrealIStingerCheckBox.bChecked = false;
|
||||
|
||||
DamageAmplifierDelayMinEC.SetValue( "240.000000" );
|
||||
DamageAmplifierDelayMaxEC.SetValue( "240.000000" );
|
||||
DamageAmplifierDurationMinEC.SetValue( "30.000000" );
|
||||
DamageAmplifierDurationMaxEC.SetValue( "30.000000" );
|
||||
|
||||
JumpBootsDelayMinEC.SetValue( "0.000000" );
|
||||
JumpBootsDelayMaxEC.SetValue( "0.000000" );
|
||||
JumpBootsDurationMinEC.SetValue( "15.000000" );
|
||||
JumpBootsDurationMaxEC.SetValue( "15.000000" );
|
||||
|
||||
InvisibilityDelayMinEC.SetValue( "0.000000" );
|
||||
InvisibilityDelayMaxEC.SetValue( "0.000000" );
|
||||
InvisibilityDurationMinEC.SetValue( "30.000000" );
|
||||
InvisibilityDurationMaxEC.SetValue( "30.000000" );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function int RangeInt(int Num, int Min, int Max)
|
||||
{
|
||||
if (Num > Max)
|
||||
return Max;
|
||||
else if (Num < Min)
|
||||
return Min;
|
||||
else
|
||||
return Num;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function float RangeFloat( float Num, float Min, float Max)
|
||||
{
|
||||
if (Num > Max)
|
||||
return Max;
|
||||
else if (Num < Min)
|
||||
return Min;
|
||||
else return
|
||||
Num;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function int RoundRangeInt(float Num, int Min, int Max)
|
||||
{
|
||||
return RangeInt( int(Num + 0.5), Min, Max );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Notify(UWindowDialogControl C, byte E)
|
||||
{
|
||||
Super.Notify(C, E);
|
||||
|
||||
if(E == DE_MouseMove)
|
||||
{
|
||||
if(UMenuRootWindow(Root) != None)
|
||||
if(UMenuRootWindow(Root).StatusBar != None)
|
||||
UMenuRootWindow(Root).StatusBar.SetHelp(C.HelpText);
|
||||
}
|
||||
|
||||
if(E == DE_MouseLeave)
|
||||
{
|
||||
if(UMenuRootWindow(Root) != None)
|
||||
if(UMenuRootWindow(Root).StatusBar != None)
|
||||
UMenuRootWindow(Root).StatusBar.SetHelp("");
|
||||
}
|
||||
|
||||
if( E == DE_Click )
|
||||
{
|
||||
switch( C )
|
||||
{
|
||||
case DefaultsButton:
|
||||
RestoreDefaults();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
CloseButton=None
|
||||
DefaultsButton=None
|
||||
CycleWeaponsCheckBox=None
|
||||
RandomWeaponsCheckBox=None
|
||||
UseAllWeaponsCheckBox=None
|
||||
TimeBetweenWeaponSwitchesMinLC=None
|
||||
TimeBetweenWeaponSwitchesMaxLC=None
|
||||
TimeBetweenAmmoIncrementsLC=None
|
||||
TimeBetweenHealthIncrementsLC=None
|
||||
HealthIncrementAmountLC=None
|
||||
StartHealthLC=None
|
||||
MaxHealthLC=None
|
||||
TimeBetweenAmmoIncrementsEC=None
|
||||
TimeBetweenWeaponSwitchesMinEC=None
|
||||
TimeBetweenWeaponSwitchesMaxEC=None
|
||||
TimeBetweenHealthIncrementsEC=None
|
||||
HealthIncrementAmountEC=None
|
||||
StartHealthEC=None
|
||||
MaxHealthEC=None
|
||||
UseBioRifleCheckBox=None
|
||||
UseChainSawCheckBox=None
|
||||
UseEnforcerCheckBox=None
|
||||
UseFlakCannonCheckBox=None
|
||||
UseImpactHammerCheckBox=None
|
||||
UseMiniGunCheckBox=None
|
||||
UsePulseGunCheckBox=None
|
||||
UseRipperCheckBox=None
|
||||
UseRocketLauncherCheckBox=None
|
||||
UseRedeemerCheckBox=None
|
||||
UseShockRifleCheckBox=None
|
||||
UseSniperRifleCheckBox=None
|
||||
UseSuperShockRifleCheckBox=None
|
||||
UseUnrealIASMDCheckBox=None
|
||||
UseUnrealIAutoMagCheckBox=None
|
||||
UseUnrealIDispersionPistolCheckBox=None
|
||||
UseUnrealIFlakCannonCheckBox=None
|
||||
UseUnrealIEightballCheckBox=None
|
||||
UseUnrealIGESBioRifleCheckBox=None
|
||||
UseUnrealIMinigunCheckBox=None
|
||||
UseUnrealIRazorjackCheckBox=None
|
||||
UseUnrealIRifleCheckBox=None
|
||||
UseUnrealIStingerCheckBox=None
|
||||
InitialAmmoLC=None
|
||||
MaxAmmoLC=None
|
||||
RateAmmoLC=None
|
||||
BioAmmoLC=None
|
||||
GunAmmoLC=None
|
||||
FlakAmmoLC=None
|
||||
PulseAmmoLC=None
|
||||
RedeemerAmmoLC=None
|
||||
RifleAmmoLC=None
|
||||
RipperAmmoLC=None
|
||||
RocketAmmoLC=None
|
||||
ShockAmmoLC=None
|
||||
StingerAmmoLC=None
|
||||
InitialBioAmmoEC=None
|
||||
RateBioAmmoPerSecEC=None
|
||||
MaxBioAmmoEC=None
|
||||
InitialGunAmmoEC=None
|
||||
RateGunAmmoPerSecEC=None
|
||||
MaxGunAmmoEC=None
|
||||
InitialFlakAmmoEC=None
|
||||
RateFlakAmmoPerSecEC=None
|
||||
MaxFlakAmmoEC=None
|
||||
InitialPulseAmmoEC=None
|
||||
RatePulseAmmoPerSecEC=None
|
||||
MaxPulseAmmoEC=None
|
||||
InitialRedeemerAmmoEC=None
|
||||
RateRedeemerAmmoPerSecEC=None
|
||||
MaxRedeemerAmmoEC=None
|
||||
InitialRifleAmmoEC=None
|
||||
RateRifleAmmoPerSecEC=None
|
||||
MaxRifleAmmoEC=None
|
||||
InitialRipperAmmoEC=None
|
||||
RateRipperAmmoPerSecEC=None
|
||||
MaxRipperAmmoEC=None
|
||||
InitialRocketAmmoEC=None
|
||||
RateRocketAmmoPerSecEC=None
|
||||
MaxRocketAmmoEC=None
|
||||
InitialShockAmmoEC=None
|
||||
RateShockAmmoPerSecEC=None
|
||||
MaxShockAmmoEC=None
|
||||
InitialStingerAmmoEC=None
|
||||
RateStingerAmmoPerSecEC=None
|
||||
MaxStingerAmmoEC=None
|
||||
PowerUpDelayMinLC=None
|
||||
PowerUpDelayMaxLC=None
|
||||
PowerUpDurationMinLC=None
|
||||
PowerUpDurationMaxLC=None
|
||||
DamageAmplifierLC=None
|
||||
JumpbootsLC=None
|
||||
InvisibilityLC=None
|
||||
InvisibilityDelayMinEC=None
|
||||
InvisibilityDelayMaxEC=None
|
||||
InvisibilityDurationMinEC=None
|
||||
InvisibilityDurationMaxEC=None
|
||||
DamageAmplifierDelayMinEC=None
|
||||
DamageAmplifierDelayMaxEC=None
|
||||
DamageAmplifierDurationMinEC=None
|
||||
DamageAmplifierDurationMaxEC=None
|
||||
JumpBootsDelayMinEC=None
|
||||
JumpBootsDelayMaxEC=None
|
||||
JumpBootsDurationMinEC=None
|
||||
JumpBootsDurationMaxEC=None
|
||||
UMutator=None
|
||||
SpacingOffset=16
|
||||
HOffset=0
|
||||
VOffset=0
|
||||
}
|
||||
10
Classes/NIUTConfigMenu.uc
Normal file
10
Classes/NIUTConfigMenu.uc
Normal file
@@ -0,0 +1,10 @@
|
||||
//=============================================================================
|
||||
// NIUTConfigMenu.
|
||||
//=============================================================================
|
||||
class NIUTConfigMenu expands UWindowFramedWindow;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ClientClass=None
|
||||
WindowTitle="NIUT126 Mutator Options (see www.planetunreal.com/niu and/or niut.txt for more information)"
|
||||
}
|
||||
20
Classes/NIUTConfigMenuItem.uc
Normal file
20
Classes/NIUTConfigMenuItem.uc
Normal file
@@ -0,0 +1,20 @@
|
||||
//=============================================================================
|
||||
// NIUTConfigMenuItem.
|
||||
//=============================================================================
|
||||
class NIUTConfigMenuItem expands UMenuModMenuItem;
|
||||
|
||||
// assumes 640x480 resolution for now -- only alternative is to go to property pages
|
||||
const SizeX = 624;
|
||||
const SizeY = 448;
|
||||
|
||||
// Called when the menu item is chosen
|
||||
function Execute()
|
||||
{
|
||||
MenuItem.Owner.Root.CreateWindow(class'NIUTConfigMenu', (MenuItem.Owner.Root.WinWidth/2 - (SizeX/2)), (MenuItem.Owner.Root.WinHeight/2 - (SizeY/2)), SizeX, SizeY);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
MenuCaption="NIUT126 Mutator Options"
|
||||
MenuHelp="Configure the NIUT126 Mutator options."
|
||||
}
|
||||
1717
Classes/NIUTMutator.uc
Normal file
1717
Classes/NIUTMutator.uc
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
|
||||
[NIUT125.NIUTMutator]
|
||||
[NIUT126.NIUTMutator]
|
||||
bRandomWeapons=True
|
||||
bUseAllWeapons=True
|
||||
bCycleWeapons=False
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
[Public]
|
||||
Object=(Name=NIUT125.NIUTMutator,Class=Class,MetaClass=Engine.Mutator,Description="NIUT125, NIUT V1.25: Server controls weapons, gives out ammo and/or turns pickups into ammo or health vials (www.planetunreal.com/niu).")
|
||||
Object=(Name=NIUT126.NIUTMutator,Class=Class,MetaClass=Engine.Mutator,Description="NIUT126, NIUT V1.26: Server controls weapons, gives out ammo and/or turns pickups into ammo or health vials (www.planetunreal.com/niu).")
|
||||
Object=(Name=NIUT125.NIUTConfigMenuItem,Class=Class,MetaClass=UMenu.UMenuModMenuItem)
|
||||
Object=(Name=NIUT125.DummyArenaMutator,Class=Class,MetaClass=Engine.Mutator,Description="DAM, DummyArena: use with some game types (e.g. LastManStanding) to force ammo to stay etc.")
|
||||
|
||||
|
||||
Binary file not shown.
6
make.bat
Normal file
6
make.bat
Normal file
@@ -0,0 +1,6 @@
|
||||
set UArtifactName=niut126
|
||||
del %~dp0\..\System\%UArtifactName%.u
|
||||
del %~dp0\System\%UArtifactName%.u
|
||||
rem %~dp0\..\System\ucc.exe make %UArtifactName%
|
||||
%~dp0\..\System\ucc.exe make ini=%~dp0\make.ini
|
||||
xcopy %~dp0\..\System\%UArtifactName%.u %~dp0\System\
|
||||
31
make.ini
Normal file
31
make.ini
Normal file
@@ -0,0 +1,31 @@
|
||||
[Core.System]
|
||||
Paths=../System/*.u
|
||||
Paths=../Maps/*.unr
|
||||
Paths=../Textures/*.utx
|
||||
Paths=../Sounds/*.uax
|
||||
Paths=../Music/*.umx
|
||||
|
||||
[Engine.Engine]
|
||||
EditorEngine=Editor.EditorEngine
|
||||
Language=int
|
||||
|
||||
[Editor.EditorEngine]
|
||||
CacheSizeMegs=32
|
||||
EditPackages=Core
|
||||
EditPackages=Engine
|
||||
EditPackages=Editor
|
||||
EditPackages=UWindow
|
||||
EditPackages=Fire
|
||||
EditPackages=IpDrv
|
||||
EditPackages=UWeb
|
||||
EditPackages=UBrowser
|
||||
EditPackages=UnrealShare
|
||||
EditPackages=UnrealI
|
||||
EditPackages=UMenu
|
||||
EditPackages=IpServer
|
||||
EditPackages=Botpack
|
||||
EditPackages=UTServerAdmin
|
||||
EditPackages=UTMenu
|
||||
EditPackages=UTBrowser
|
||||
EditPackages=niut126
|
||||
|
||||
Reference in New Issue
Block a user