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//============================================================================= // HUD: Superclass of the heads-up display. //============================================================================= class HUD extends Actor abstract native config(user); //============================================================================= // Variables. var globalconfig int HudMode; var globalconfig int Crosshair; var() class<menu> MainMenuType; var() string HUDConfigWindowType; var Menu MainMenu; //============================================================================= // Status drawing. simulated event PreRender( canvas Canvas ); simulated event PostRender( canvas Canvas ); simulated function InputNumber(byte F); simulated function ChangeHud(int d); simulated function ChangeCrosshair(int d); simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY); simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name N ); simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone ) { PlayerPawn(Owner).ClientMessage(S); if (PlayerPawn(Owner).bMessageBeep) PlayerPawn(Owner).PlayBeepSound(); } // DisplayMessages is called by the Console in PostRender. // It offers the HUD a chance to deal with messages instead of the // Console. Returns true if messages were dealt with. simulated function bool DisplayMessages(canvas Canvas) { return false; } defaultproperties { HUDConfigWindowType="UMenu.UMenuHUDConfigCW" bHidden=True RemoteRole=ROLE_SimulatedProxy } |
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