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// // GUI component to render the character in the inventory // station UI. // class TribesInventoryCharacterView extends GUI.GUIActorContainer; // current values var float zoomLevel; var Rotator cameraRotation; // var TribesInventoryCharacter inventoryCharacter; var TeamInfo playerTeam; var bool bPlayerIsFemale; // // Initialise the charater properties // function InitCharacterProperties(TeamInfo team, bool bIsFemale) { playerTeam = team; bPlayerIsFemale = bIsFemale; // set a timer to do a long wait animation (doesnt really work) // SetTimer(50, true); } // // Spawn the actor // function SpawnActor() { if( Actor != None) return; Actor = PlayerOwner().Spawn(ActorClass, , ActorName, vect(0,0,0)); inventoryCharacter = TribesInventoryCharacter(Actor); if(inventoryCharacter != None) inventoryCharacter.bHidden = false; } event Hide() { inventoryCharacter = None; playerTeam = None; Super.Hide(); } // // Draw the actor // function bool InternalOnDraw(Canvas canvas) { local float oldOrgX, oldOrgY; local float oldClipX, oldClipY; oldClipX = canvas.ClipX; oldClipY = canvas.ClipY; oldOrgX = canvas.OrgX; oldOrgY = canvas.OrgY; canvas.SetOrigin(ActualLeft(), ActualTop()); canvas.SetClip(canvas.OrgX + ActualWidth(), canvas.OrgY + ActualHeight()); Canvas.DrawPositionedActor(Actor, false, true, , cameraRotation, zoomLevel); canvas.SetOrigin(oldOrgX, oldOrgY); canvas.SetClip(oldClipX, oldClipY); return true; } protected function PositionActor() { } // // This timer is supposed to kick in periodically an do a // long wait animation, but it doesnt really work for // two reasons: // 1. need to tick the actor to ensure that the idle animation resarts after this one has finished (easy!) // 2. the actor automatically repositions itself to playe the animation (because of a recalced sphere, I think) // // It would be cool to get this working. TBD. // /* function Timer() { if(inventoryCharacter.HasAnim('start_round')) inventoryCharacter.PlayAnim('start_round'); } */ // // Updates the loadout on the charcater // function UpdateLoadout(InventoryStationAccess.InventoryStationLoadout newLoadout) { inventoryCharacter.UpdateLoadout(newLoadout, playerTeam, bPlayerIsFemale); if(inventoryCharacter.HasAnim('InvStation')) inventoryCharacter.LoopAnim('InvStation'); else inventoryCharacter.LoopAnim('stand'); } // // Set help weapon // function SetHeldWeapon(class<Weapon> weaponClass) { inventoryCharacter.SetHeldWeapon(weaponClass); } defaultproperties { ActorClass = class'TribesGUI.TribesInventoryCharacter' DrawType = DT_Mesh bAcceptsInput = false OnDraw = InternalOnDraw zoomLevel = 180 cameraRotation = (pitch=-1500,yaw=35000,roll=0) } |
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