749 lines
40 KiB
Ucode
749 lines
40 KiB
Ucode
//============================================================================
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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 );
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// power-ups
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HOffset = 8 + PowerUpsTableOffset;
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VOffset += TablesVOffset;
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VOffset += EditControlVerticalSpacing;
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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)." );
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AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDelayMaxLC, "Max Delay", "Max time (seconds) before power up is given to everyone (if enabled)." );
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AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDurationMinLC, "Min Duration", "Min duration (seconds) of power up (if enabled)." );
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AddLabelControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/10, PowerUpDurationMaxLC, "Max Duration", "Max duration (seconds) of power up (if enabled)." );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, PowerUpsTableOffset, VOffset, 0, WinWidth/5, DamageAmplifierLC, "Damage Amplifier:", "" );
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AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDelayMinEC, "", "", UMutator.default.DamageAmplifierDelayMin );
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AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDelayMaxEC, "", "", UMutator.default.DamageAmplifierDelayMax );
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AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDurationMinEC, "", "", UMutator.default.DamageAmplifierDurationMin );
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AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, DamageAmplifierDurationMaxEC, "", "", UMutator.default.DamageAmplifierDurationMax );
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HOffset = 8;
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VOffset += EditControlVerticalSpacing;
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AddLabelControl( HOffset, PowerUpsTableOffset, VOffset, 0, WinWidth/5, JumpBootsLC, "JumpBoots:", "" );
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AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, JumpBootsDelayMinEC, "", "", UMutator.default.JumpBootsDelayMin );
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AddFltEditControl( HOffset, PowerUpsTableSize, VOffset, 0, WinWidth/11, JumpBootsDelayMaxEC, "", "", UMutator.default.JumpBootsDelayMax );
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|
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
|
|
}
|