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// ==================================================================== // Class: GUI.GUIActorContainer // // GUIActorContainer - The container for actors in the gui // ==================================================================== /*============================================================================= In Game GUI Editor System V1.0 2003 - Irrational Games, LLC. * Dan Kaplan =============================================================================*/ #if !IG_GUI_LAYOUT #error This code requires IG_GUI_LAYOUT to be defined due to extensive revisions of the origional code. [DKaplan] #endif /*===========================================================================*/ class GUIActorContainer extends GUIActorContainerBase ; var(GUIActor) config Class<Actor> ActorClass "The actual class of the actor to spawn for this container"; var(GUIActor) config float ScaleFactor "The size offset for this Actor"; var(GUIActor) config StaticMesh StaticMesh "StaticMesh if DrawType=DT_StaticMesh"; var(GUIActor) config mesh Mesh "Mesh if DrawType=DT_Mesh."; var(GUIActor) config float DrawScale "Scaling factor, 1.0=normal size."; var(GUIActor) config vector DrawScale3D "Scaling vector, (1.0,1.0,1.0)=normal size."; var(GUIActor) config array<Material> Skins "Multiple skin support - not replicated."; var(GUIActor) config bool bUnlit "Lights don't affect actor."; var(GUIActor) config rotator RotationRate "Change in rotation per second."; var(GUIActor) config bool bHighDetail "Only show up in high or super high detail mode."; var(GUIActor) config bool bSuperHighDetail "Only show up in super high detail mode."; function SpawnActor() { if( Actor != None && Actor.Class == ActorClass && Actor.Tag == ActorName ) return; Actor = PlayerOwner().Spawn(ActorClass,,ActorName); Actor.bHidden = false; } event OnModify() { if( Actor == None ) return; Actor.Skins=Skins; Actor.bUnlit=bUnlit; Actor.RotationRate=RotationRate; Actor.bHighDetail=bHighDetail; Actor.bSuperHighDetail=bSuperHighDetail; if( Actor.Mesh != Mesh && Mesh != None ) Actor.LinkMesh( Mesh ); if( Actor.StaticMesh != StaticMesh && StaticMesh != None) Actor.SetStaticMesh( StaticMesh ); Super.OnModify(); } protected function PositionActor() { local float extraSize; extraSize = 1.0; Controller.SizeOfControl( self, extraSize ); extraSize *= ScaleFactor; Actor.SetDrawScale( Actor.default.DrawScale*extraSize ); Actor.SetDrawScale3D( Actor.default.DrawScale3D*extraSize ); Super.PositionActor(); } defaultproperties { ScaleFactor=3.5 OnDraw=InternalOnDraw } |
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