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// // Defines the heirachy of loadout menus // available for perusal in game. // class LoadoutMenu extends Core.Object PerObjectConfig Config(LoadoutMenu); import enum EInputKey from Engine.Interactions; var() config int loadoutSlotIndex; var() config EInputKey keyBinding; var() config Array<Name> subMenuNames; var String loadoutName; var Array<LoadoutMenu> subMenu; var LoadoutMenu parentMenu; var bool bEmpty; var bool bEnabled; var localized String moreText; var localized String emptyText; function InitMenu() { local int i; for(i = 0; i < subMenuNames.Length; ++i) { subMenu[i] = new(None, String(subMenuNames[i])) class'LoadoutMenu'; subMenu[i].InitMenu(); } } function RefreshMenu(Array<String> loadoutNames, Array<byte> enabled) { local int i; if(loadoutSlotIndex == -1) { loadoutName = moreText; bEmpty = true; bEnabled = true; } else if(loadoutSlotIndex < loadoutNames.Length) { loadoutName = loadoutNames[loadoutSlotIndex]; bEmpty = false; bEnabled = enabled[loadoutSlotIndex] == 1; } else { loadoutName = emptyText; bEmpty = true; bEnabled = false; } if(IsCategoryMenu()) { for(i = 0; i < subMenu.Length; ++i) { subMenu[i].RefreshMenu(loadoutNames, enabled); if(! subMenu[i].bEmpty) bEmpty = false; } } } function bool IsCategoryMenu() { return (subMenu.Length > 0); } defaultproperties { loadoutName="Loadout" loadoutSlotIndex=-1 keyBinding=IK_Q moreText="More..." emptyText="[Empty]" } |
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